Anyway, finally got my hands on the mission pack for SpringCon, but I'm going to put it under the "Read More" break because its fairly long.
Game One – Squig Wakeup Call
Random Game Length – See Ending the Game (page 90) A Time Warning will be announced at 20 minutes left in the game, please do not start a turn you cannot finish.
Deployment
The table is divided into two halves – see deployment map on page 93 (Dawn of War).
Players roll-off, the winner chooses to go first or second. The player going first chooses a deployment zone and places the first tactical marker. Players take turns placing markers until each player has placed 3 markers following these rules:
- First tactical marker placed by a player must be in his own deployment zone.
- The other 2 markers must be in the opponent’s deployment zone.
- All markers must be at least 12” from another marker and 6” from a table edge.
- Markers can’t go inside impassable terrain.
Players may choose to place units in Reserve (page 94), declaring how it will enter play from reserve when placed there.
Armies must follow any and all special deployment rules specific to their codex (i.e. Chaos Daemons).
Finally, alternate deploying infiltrators and make scout moves.
All units not deployed and not in Reserve must enter the game in the Movement phase of their first player turn by moving in from their own table edge, like when coming in from Reserve.
The player who chose the first deployment zone goes first, but his opponent may attempt to Seize the Initiative (page 92).
Mission Special Rules
Turn 1 – Night Fighting, Infiltrate, Reserves, Deep Strike.
Mission Objectives
Annihilation: The player with the most Kill Points (page 91) at the end of the game achieves this objective.
Seize Ground: Achieve this objective by controlling more tactical markers in your opponent’s half of the table than your opponent. To control a tactical marker there must be a scoring unit within 3” of it and no enemy units within 3” of it at the end of the game.
Defend Your Base: Achieve this objective by controlling more tactical markers in your half of the table than your opponent. To control a tactical marker there must be a scoring unit within 3” of it and no enemy units within 3” of it at the end of the game.
Victory Conditions
The player that has successfully achieved the most mission objectives at the end of the game wins.
If neither player has achieved victory through mission objectives, then the game goes to a tiebreak.
Tiebreak: You must score at least 185 more victory points (page 300 / 108 little rulebook) than your opponent to claim victory. If the Victory Point difference is within 184 points, the game is a draw.
Wipeout: The player that achieves a Wipeout (page 90) wins the game. The game is over, please score mission objectives as they stand now.
Game Two – Kill ‘Em All, Let the Squigs Sort It Out
Game Length
Random Game Length – See Ending the Game (page 90) A Time Warning will be announced at 20 minutes left in the game, please do not start a turn you cannot finish.
Deployment
The table is divided into two halves – see deployment map on page 92 (Pitched Battle).
Place one tactical marker in the center of the table. Players roll-off, the winner chooses who goes first or second. The player going first chooses a deployment zone and places another tactical marker within his opponent’s deployment zone at least 6” away from table edges and 18” away from the marker in the center of the table. The opposing player does the same. There should be 3 tactical markers on the table.
The player going first deploys all of his units at least 12” from the center line. The player going second then does the same in his deployment zone.
Players may choose to place units in Reserve (page 94), declaring how it will enter play from reserve when placed there.
Armies must follow any and all special deployment rules specific to their codex (i.e. Chaos Daemons).
Finally, alternate deploying infiltrators and make scout moves.
The player who chose the first deployment zone goes first, but his opponent may attempt to Seize the Initiative (page 92).
Mission Special Rules
Infiltrate, Reserves, Deep Strike.
Mission Objectives
Take and Hold: The Achieve this objective by controlling the most tactical markers. To control a tactical marker there must be a scoring unit within 3” of it and no enemy units within 3” of it at the end of the game.
Recon: Achieve this objective by having more units (scoring or not) completely within your enemy’s deployment zone than he has in your deployment zone at the end of the game
The Sum of His Parts: Achieve this objective by destroying half or more of your enemy’s eligible Kill Point units (based on the total number of Kill Points in the army prior to deployment). Both players can achieve this objective.
Units that are spawned or created throughout the course of the game (including combat squads) do not increase the Kill Points threshold for this objective.
Victory Conditions
The player that has successfully achieved the most mission objectives at the end of the game wins.
If neither player has achieved victory through mission objectives, then the game goes to a tiebreak.
Tiebreak: You must score at least 185 more victory points (page 300 / 108 little rulebook) than your opponent to claim victory. If the Victory Point difference is within 184 points, the game is a draw.
Wipeout: The player that achieves a Wipeout (page 90) wins the game. The game is over, please score mission objectives as they stand now.
Game Three – Waaagh!!! For the Squig God
Game Length
Random Game Length – See Ending the Game (page 90) A Time Warning will be announced at 20 minutes left in the game, please do not start a turn you cannot finish.
Deployment
The table is divided into four quarters – see deployment map on page 93 (Spearhead).
Players roll-off, the winner chooses to go first or second. The player going first chooses a deployment zone and deploys all of his units at least 12” from the center of the table. The player going second then does the same in his deployment zone, the quarter diagonally opposite.
Players may choose to place units in Reserve (page 94), declaring how it will enter play from reserve when placed there.
Armies must follow any and all special deployment rules specific to their codex (i.e. Chaos Daemons).
Finally, alternate deploying infiltrators and make scout moves.
The player who chose the first deployment zone goes first, but his opponent may attempt to Seize the Initiative (page 92).
Mission Special Rules
Infiltrate, Reserves, Deep Strike.
Mission Objectives
The Little Guys: Achieve this objective by destroying all of the opponent’s Troops choices. Units that end the game falling back or off the battlefield count as destroyed. Both players’ may achieve this objective.
The Big Guys: Achieve this objective by destroying the opponent’s highest point cost unit. Dedicated transports do not count towards a unit’s point cost. If this unit ends the game falling back or off the battlefield it counts as destroyed. Both players’ may achieve this objective.
Rank Them Up: The player with the most Modified Kill Points at the end of the game achieves this objective.
- Troops = 1 Kill Point
- Elites, Fast Attack, Heavy Support = 2 Kill Points
- HQ = 3 Kill Points
The player that has successfully achieved the most mission objectives at the end of the game wins.
If neither player has achieved victory through mission objectives, then the game goes to a tiebreak.
Tiebreak: You must score at least 185 more victory points (page 300 / 108 little rulebook) than your opponent to claim victory. If the Victory Point difference is within 184 points, the game is a draw.
Wipeout: The player that achieves a Wipeout (page 90) wins the game. The game is over, please score mission objectives as they stand now.
Game Four – Find the Sneaky Git and ‘Ill ‘Em
Game Length
Random Game Length – See Ending the Game (page 90) A Time Warning will be announced at 20 minutes left in the game, please do not start a turn you cannot finish.
Deployment
Before deciding deployment zones, each player must nominate a single unit (cannot be a dedicated transport) in the opposing army to be “Marked for Termination.” If this unit splits (e.g. combat squads) at any point during the game, then BOTH units are considered “Marked for Termination” and must be destroyed for the objective. Record the unit selected in the mission objectives area. You do not need to share this information with your opponent until the end of the game.
Next, players roll-off and the winner places a tactical marker on the table. Players alternate placement until 5 tactical markers have been placed. No markers may be within 12” of a table edge or another marker, or within impassable terrain.
The table is divided into two halves, with a 12” deployment zone on either long board edge.
Players roll-off, the winner chooses to go first or second. The player going first chooses a deployment zone and deploys all his units at least 12” from the center line. The player going second then does the same in his deployment zone.
Players may choose to place units in Reserve (page 94), declaring how it will enter play from reserve when placed there.
Armies must follow any and all special deployment rules specific to their codex (i.e. Chaos Daemons).
Finally, alternate deploying infiltrators and make scout moves.
The player who chose the first deployment zone goes first, but his opponent may attempt to Seize the Initiative (page 92).
Mission Special Rules
Infiltrate, Reserves, Deep Strike.
Mission Objectives
Annihilation: The player with the most Kill Points (page 91) at the end of the game achieves this objective.
Take and Hold: Achieve this objective by controlling the most tactical markers. To control a tactical marker, there must be a scoring unit within 3” of it and no enemy units (scoring or not) within 3” of it at the end of the game.
Marked for Termination: Achieve this objective by destroying the opponent’s unit that was “Marked for Termination” at deployment. Both players can achieve this objective.
Victory Conditions
The player that has successfully achieved the most mission objectives at the end of the game wins.
If neither player has achieved victory through mission objectives, then the game goes to a tiebreak.
Tiebreak: You must score at least 185 more victory points (page 300 / 108 little rulebook) than your opponent to claim victory. If the Victory Point difference is within 184 points, the game is a draw.
Wipeout: The player that achieves a Wipeout (page 90) wins the game. The game is over, please score mission objectives as they stand now.
Game Five – Cry Havoc, and let Loose the Squigs of War
Game Length
Random Game Length – See Ending the Game (page 90) A Time Warning will be announced at 20 minutes left in the game, please do not start a turn you cannot finish.
Deployment
The table is divided into four quarters. Place one tactical marker in the center of the table.
Players roll-off, the winner chooses to go first or second. The player going first chooses deployment zone and deploys all of his units at least 12” from the center of the table. The player going second then does the same in his deployment zone, the quarter diagonally opposite.
Players may choose to place units in Reserve (page 94), declaring how it will enter play from reserve when placed there.
Armies must follow any and all special deployment rules specific to their codex (i.e. Chaos Daemons).
Finally, alternate deploying infiltrators and make scout moves.
The player who chose the first deployment zone goes first, but his opponent may attempt to Seize the Initiative (page 92).
Mission Special Rules
Infiltrate, Reserves, Deep Strike.
Mission Objectives
Lead by Example: Achieve this objective by having a model from an HQ unit within 6” of the center tactical marker. Both players can achieve this objective.
Battlefield Control: Achieve this objective by controlling the most table quarters at the end of the game. A table quarter is controlled by a scoring unit being in it without any enemy units (scoring or not) also being in it. A unit can only control one table quarter (decide based on where the majority of models are / randomly determine if unclear).
Elimination: Achieve this objective by destroying all of your opponent’s HQ choices while having at least one of your HQ choices alive at the end of the game.
Victory Conditions
The player that has successfully achieved the most mission objectives at the end of the game wins.
If neither player has achieved victory through mission objectives, then the game goes to a tiebreak.
Tiebreak: You must score at least 185 more victory points (page 300 / 108 little rulebook) than your opponent to claim victory. If the Victory Point difference is within 184 points, the game is a draw.
Wipeout: The player that achieves a Wipeout (page 90) wins the game. The game is over, please score mission objectives as they stand now.
Moral of the story? They are the EXACT same scenarios as Dark Star GT. So I don't have to be surprised on that front, thankfully. I also know I'm going to have to watch out for Game Three, as that is the one that is stupid unbalanced. Hope I don't have to face off against another Rhino spam list again in the third game... :/