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WHFB OFCC Scenarios


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Scenarios

 

1. Kill Mr. Lucky

 

He's the magic man. He's your rabbit's foot. With him losses, turn to wins. He's Mr. Lucky.

 

Pick one champion from your army. That champion is Mr. Lucky. As long as Mr. Lucky is alive, he grants the following:

 

1) Mr. Lucky grants one D6 re-roll per phase per each player's turn!  

 

2)In the movement phase, he can re-roll and compulsory move or a charge or flee roll. 

 

3) In your magic phase, he can re-roll one of the dice to determine the amount of power dice or one of the sixes that would cause a miscast. In the shooting phase it could re-roll the number of wounds a cannon would cause or single wound roll. 

 

4) Furthermore, Mr. Lucky allows the controlling player to attempt to channel a power or dispel dice.

 

If you do not have a champion, you can't take Mr. Lucky. 

 

Other Rules:

The Game is battle line.

Terrain:

1) All Forests are Wildwoods. (pg. 119)

2) All Rivers are Raging Torrents. (pg. 120) 

 

Game Points:

+10 Points for a win,

+7 For a Tie, (less than 100 points separate the two sides)

+5 for a Minor Loss, (less than 700 points separate the two sides)

+3 Points for a Major Loss, (more than 700 points separate the two sides)

 

Bonus Points

 

If you kill your opponent's Mr. Lucky, you receive four tournament points. 

If you keep your Mr. Luck alive to the end of the game, you are awarded six tournament points!

 

 

 

2. The Traveling Tower

 

This is a Watch Tower Scenario with the following exceptions:

 

1. The Tower Moves!

At the start of each turn, roll the artillery and scatter dice to determine the distance and direction the tower moves. If the tower hits a unit, friend or foe, the tower inflicts d6+4 S10 hits. If the tower hits any terrain other than a hill or an obstacle, the unit inside the tower takes d6 +4 S10 Hits. 

 

*The table edge is counted as a piece of terrain.

**Treat the tower as a vortex when it hit units. 

 

2. The person who hold the tower does not immediately win the game. The winner is determined by victory points.

 

Terrain:

1) All Swamps are Mist Wreathed Swamps. (pg. 121)

2) All Ruins, Pillars, Obelisks, States or Monuments are Magic Circles .(pg. 125)


Game Points.

+10 Points for a win,

+7 For a Tie, (less than 100 points separate the two sides)

+5 for a Minor Loss, (less than 700 points separate the two sides)

+3 Points for a Major Loss, (more than 700 points separate the two sides)

BonusPoints.

 

The side holding the tower at the end of the game receives 5 bonus points. 

The side with most models killed by the tower received 5 bonus points. Please keep track as the game progresses.

 

 

3. It is All About the Core

 

This game is a Meeting Engagement  with the following exceptions.

 

1) In this match, no unit starts in reserve. 

 

2) Each army should be deployed 9 inches off the center of the corner to corner deployment. 

 

Special Terrain:

 

1) All Rocky Spires, Statues, and Obelisks are Elven Waystones. (pg. 125)

 

2) All Forests are Venom Thickets. (pg. 119).

 

Bonus Points:

 

A Bonus Point is awarded for each friendly core unit alive at the end of the game. Each unit standard alive at the end of the game is worth another bonus point.

 

 

Game Points:

 

+10 Points for a win,

+7 For a Tie, (less than 300 points separate the two sides)

+5 for a Minor Loss, (less than 700 points separate the two sides)

+3 Points for a Major Loss, (more than 700 points separate the two sides)

 

 

4.  Blood and Glory and Monsters, Oh My!

 

 

Two armies meet for ultimate glory on the field of battle using the Blood and Glory rules from page 148 of the BRB with the additional rules:

 

1) Any unit that is a “Monster” per the BRB (page 106) adds +1 to the army's Fortitude.

 

2) Any unit taken from Tamurkhan, DOGS OF WAR, or the Storm of Magic used as a rare adds +1 to the army's Fortitude.

 

*Monsters of from Tamurkhan or Storm of Magic count as only one banner point.

3)  Each army's Breaking Point is 3. When an army reaches 3 fortitude. The game is over!

 

 

Special Terrain:

1) All Mystical Monuments are Bane Stones. (pg. 124)

 

2) All Hills are Scree Slopes. (pg. 118).

 

 

Game Points:

 

+10 Points for a win,

+7 For a Tie, (less than 300 points separate the two sides)

+5 for a Minor Loss, (less than 700 points separate the two sides)

+3 Points for a Major Loss, (more than 700 points separate the two sides)

 

 

Bonus Points:

 

One point is awarded for each point of Fortitude an army earns.

 

*For a maximum of ten points

 

 

5.  King of the Hill

The Vanguard of two great armies fight for the high ground.


Terrain:

Place one large hill in the center of the table. This is the hill the two armies will be fighting to possess. 

Special Terrain:

1. All Marshes are Khemri Quicksand. (pg. 121). 

2. The hill in the center of the table is a Temple of Skulls. (pg. 118).

 

Game Points:

+10 Points for a win,

+7 For a Tie, (less than 100 points separate the two sides)

+5 for a Minor Loss, (less than 700 points separate the two sides)

+3 Points for a Major Loss, (more than 700 points separate the two sides)

 

Bonus Points:

 

Each friendly unit on top of the hill at the end of the game is worth one tournament point.

Each friendly hero on top of the hill at the end of the game is worth one point.

Each friendly standard, not including the BSB, on top of the hill is worth one point.

The side with the most models on top of the hill is awarded 5 points

*Bonus points cap at 10

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1) I'm assuming the scoring for each scenarios Win, tie, minor loss, major loss is meant to be variable (100 point separation on some of them, 300 point separation on others) is written correctly and not a typo? along those lines what constitutes a "win" since the other outcomes have variable vp separations.

2) players will be allowed to start with a unit in the tower? is the unit size capped?

3) like last year if your Mr Lucky dies he cannot be resurrected? or more accurately the champion model that is resurrected isn't a mr lucky? also why list what can be rerolled in some of the phases? are they examples or limits on what can be rerolled?

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Some questions/clarifications I have on Scenario 3

1) Can you draw up a diagram map example please for deployment

2) Is there a max bonus points? Usually it seems like its 10 per scenario...

 

1. There will be a map for all scenarios made by Savion47 for the tournament packet.

 

2. Yes.

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1) I'm assuming the scoring for each scenarios Win, tie, minor loss, major loss is meant to be variable (100 point separation on some of them, 300 point separation on others) is written correctly and not a typo? along those lines what constitutes a "win" since the other outcomes have variable vp separations.

2) players will be allowed to start with a unit in the tower? is the unit size capped?

3) like last year if your Mr Lucky dies he cannot be resurrected? or more accurately the champion model that is resurrected isn't a mr lucky? also why list what can be rerolled in some of the phases? are they examples or limits on what can be rerolled?

1. Yes.

2. Yes. Capped at the normal watch tower rules. 

3) Yes, He cannot be resurrected as Lucky. He is just a champ. The items listed are just examples. 

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  • 2 weeks later...

 

2) Any unit taken from Tamurkhan, DOGS OF WAR, or the Storm of Magic used as a rare adds +1 to the army's Fortitude.

Does this mean that single cold ones (11 points), unicorns (16 points), sabre tusks (21 points), or a Dogs of War cannon all add to an army's fortitude? That seems a bit...silly/gamey. Maybe put a minimum point threshold on this?

 

edit: on second thought, I guess bonus points for killing fortitude offsets this somewhat.

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