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Death Fears ME!

Central Oregon Warhammer 40,000 Tournament Series – August 29, 2010


NOOBZ: Waagh Never Changes – Escalation League

Scenario 1
It’s all our Turf. Special Rules
The problem in the past has been the man turning Infiltrate (page 92)
us against one another. We have been unable to Deep Strike (page 95)
see the truth, because we have fighting for ten Reserves (Page 94)
square feet of ground, our turf, our little piece of
turf. That's crap, brothers! The turf is ours by right,
because it's our turn. All we have to do is keep up
Line of Retreat
the general truce. We take over one borough at a Units that are forced to flee must move toward their
time. Secure our territory...secure our turf...because friendly, long deployment edge.
it's all our turf!
– Cyrus, The Warriors (1979) Calculate Results
Mission Massacre
Control the most objectives while gaining as many You hold 4 or 3 objectives more than your
Battle Point Modifiers as possible. opponent.

Major Victory
Objective You hold 2 more objective over your opponent or
This scenario is the Capture and Control scenario your opponent has no remaining models on the
(page 91) with the following amendments: board at game’s end.
Each player controls two (2) buildings (or terrain
Minor Victory
piece) within there deployment zone.
You hold 1 more objective over you opponent.

Deployment Draw
The deployment for the scenario is Pitched Battle Draw: each player holds an equal number of
(page 92). objectives.

The Sieze The Initiative rule found on page 92 is in


effect.
Battle Point Modifiers
+1 battle point good sportsmanship.
Chaos Daemon armies use the deployment rules
+1 battle point for having 25% or more of your army
for Deamonic Assault.
painted.

Length of Game +1 battle point for killing more Elites than your
The game lasts 6 turns. opponent.

+1 battle point for having the most Vehicles and


Walkers within 6” of your opponent’s objective.

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Death Fears ME! Central Oregon Warhammer 40,000 Tournament Series – August 29, 2010
NOOBZ: Waagh Never Changes – Escalation League

Scenario 2
Tag every thing.
Rembrandt, you got the stuff? I want you to hit
everything in the city. I want the people to know that
Special Rules
Infiltrate (page 92)
the Warriors were there.
Deep Strike (page 95)
– Cleon, The Warriors (1979)
Reserves (Page 94)

Mission Line of Retreat


The player that controls the most objectives and
Units that are forced to flee must move toward their
table Quarters wins.
friendly, long deployment edge.

Objective Calculate Results


This scenario is the Seize Ground scenario (page
91) with the following amendments: Massacre
Claim 4 or 5 table quarters or your opponent has no
Automatically 5 objectives. remaining models on the board at game’s end.

Table Quarters: Major Victory


To control a table quarter you must have more Claim 2 to 3 table quarters more than your
scoring units in the table quarter than your opponent.
opponent. Equal amounts of scoring units result in
a contested quarter that cannot be claimed by Minor Victory
either player. Any unit that straddles more than on Claim 1 table quarter more than your opponent.
quarter must choose which quarter it is attempting
to claim. Draw
You and your opponent claim the same amount of
Deployment table quarters.
The deployment for the scenario is Spearhead
(page 93). Battle Point Modifiers
+1 battle point good sportsmanship.
The Sieze The Initiative rule found on page 92 is in
effect. +1 battle point for having 50% or more of your army
painted.
Chaos Daemon armies use the deployment rules
for Deamonic Assault. +1 battle point for controlling the most table
quarters.

Length of Game +1 battle point for having more VPs than your
The game lasts 6 turns. opponents.

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Death Fears ME! Central Oregon Warhammer 40,000 Tournament Series – August 29, 2010
NOOBZ: Waagh Never Changes – Escalation League

Scenarios 3
When Diplomacy Fails. Length of Game
(Warhammer 40,000 2010 ‘Ard Boys Scenario) The game lasts 5-7 turns.
Now, look what we have here before us. We got the Saracens
sitting next to the Jones Street Boys. We've got the Moonrunners
right by the Van Cortlandt Rangers. Nobody is wasting nobody.
Special Rules
Deep Strike (page 95), Infiltrate (page 92), Outflanking (page 94),
That... is a miracle. And miracles is the way things ought to be.
Reserve (page 94), Scout (page 92)
– Cyrus, The Warriors (1979)

Mission Line of Retreat


Units that are forced to flee must move toward their nearest
Each Side has sent two squads of troops with a commander to
deployment edge.
monitor the proceedings, and each diplomat has a squad of
bodyguards or ‘staff’, with all other models held in reserve, or off
table and arriving in turn 1. Calculate Results
In addition, the center of the table is considered a vital
Observers: Two units of troops, and one HQ unit. These objective. If one player can hold that objective with a 1 unit of
may not include vehicles, transports, or monstrous troops, or with their nominated Staff unit, they receive a 500 pt
creatures. bonus when calculating Victory points. Consult the table below:
Staff: One non-vehicle, non-monstrous creature, unit chosen
from troops, elites, fast attack, or heavy support. Massacre
You have 1500 or move Victory Points than your opponent.
Players should each roll a D6 and the highest roll may decide to
go first or second. The player going first must deploy his Major Victory
Observers anywhere in his deployment zone that is at least 18” You have 1000 to 1499 move Victory Points than your opponent.
away from the center of the table. Players two must then deploy
his observers in a similar manner.
Minor Victory
Player Two must deploy his Staff within 3” of the marker in the You have 500 to 999 move Victory Points than your opponent.
center of the table and on his half of the table. Player One must
then deploy his Staff in a similar manner. (Note that a player does Draw
not have to let his opponent know what his choices are for The difference in your Victory Points is 499 or less.
Observers or Staff until he is ready to deploy them.)

All other troops will be held off the table at the start of the game, Battle Point Modifiers
and follow rules for deployment similar to Dawn of War on page +1 battle point good sportsmanship.
93. Units may be held in Reserve. All units not held in reserves
must move onto the table from their table edge on turn 1. +1 battle point for having 100% your army painted.

Chaos Daemons armies split their army as per the rules for +1 battle point for destroying the enemy’s Staff Unit
Daemonic Assault, with their Observers and Staff taken from the
same half. Observers and Staff units are deployed as per the +1 battle point for having all of your HQ units alive at the end of
rules above. The reminder of the half army these units were taken the game.
from Deepstrikes in on the first turn as per Daemonic Assault
rules. Do not roll to determine which half arrives. Use the
Daemonic Assault rules in subsequent turns for deployments.

Starting the Game:


Someone says or does something wrong, and suddenly the talks
break down into a vicious melee. Each player rolls a dice. The
player that rolls highest will move his Staff into base contact with
the enemy Staff unit, ignoring terrain if any. Use all rules for
launching and receiving an assault, The Staff unit chosen by
each player will fight one round of close combat with each other
prior to turn 1, with both sides counting as having charged.
Regardless of combat results, the combat is considered a draw,
unless of course, one unit is totally wiped ount.

Player Two may then try to steal the initiative, and if successful
may start turn 1. Otherwise, Player One will start his turn.

Mission
Refer to page 300 of the 40K Rule Book for Victory Point
rules.

Deployment
Modified Dawn of War (page 93)

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