Probably one of the most enjoyable parts of putting the pack together was coming up with the new scenarios.
I’ll admit to not being at all original with these. There was some blatant unashamed plagiarism involved with a number of them.
In each case, the scenarios start with: ‘played as per the xxx scenario in the rule book’. This is, in the majority of cases, just to follow the deployment rules (saves having to write them out again or making up my own!)
The second and third scenarios (Dawn attack + Invade) were created by Steve for last year’s comp and they worked very well so I kept both of these (though I changed the name from take and hold to invade).
Having played a number of Kings of War games this year I had found that I’d really liked the number and style of scenarios available (they were up to 12, with the Clash of Kings release). Scenarios 1 + 4 + 5 were lifted straight from the books (and I thought they offered something different from the standard whfb ones and were some of those I had enjoyed the most). They weren’t quite fit for purpose as they were, so I had to adapt them slightly.
The final scenario was based on one put together by the Adepticon GT organisers, then further adapted by Kevin C on the Eighth Edition for Life forum (EEFL Forums) and then further adapted by myself.
So below are the final 6 scenarios.
Edit – the Scenarios have been updated after some play testing.
1 = Eliminate
Played as per the Dawn Attack rulebook scenario, except:
- Before deployment, each player has 3 bounty tokens they must place on their 3 most expensive units*. If there are multiple potential units with the same cost, the opposing player decides which of those units they are placed on.
- Additionally, place an objective marker in the exact centre of the board.
- Victory points are awarded at the end of the game as follows:
- 1 victory point for holding the central objective marker **.
- 1 victory point for each of your units that carry a bounty that have not been destroyed and are not fleeing.
- 2 victory points for each bounty you have completed (e.g. each enemy unit with a bounty you have destroyed or who are fleeing at the end of the game).
* A unit can be any troop type apart from Characters and their mounts (mounts include unique mounts such as screaming bells/Cauldrons of blood or anything else that comes from the Lord/Hero points allowance).
** The Central objective can only be captured by a fortitude bearing*** unit.
2 = Dawn Attack
Played as per the Dawn Attack rulebook scenario, except:
- Victory goes to the general that can claim the most points for quadrants**:
Own deployment quadrant = 1
Enemy deployment quadrant = 2
** A quadrant is claimed by the general with the highest number of non-fleeing units Fortitude*** bearing units, wholly in that quadrant.
3 = Invade
Played as per the Battle for the Pass rulebook scenario, except:
- Victory goes to the general with the most non-fleeing Unit Fortitude*** in his opponent’s half at the end of the battle.
4 = Secure
Played as per the Battleline rulebook scenario, except:
- 1 Victory point is awarded for each piece of terrain you control at the end of the game. Control can only be claimed by moving a fortitude bearing unit*** into the terrain and if no enemy fortitude bearing unit*** is within 3” of the terrain piece (If the terrain feature is a building, then the victory point is awarded to the player garrisoning it – ignore the 3” rule). Note: WHF do not count as capturable terrain
- Any pieces of terrain that are entirely on your opponent’s half of the board are worth double their normal victory points.
- At the end of the battle, if you have more victory points than your opponent, then you win, otherwise it is a draw.
Note: Scouts and Vanguarding units can capture terrain during deployment and open moves.
5 = Loot
Played as per the Blood and Glory rulebook scenario, except:
- After terrain has been set up but before deployment, place 3 loot counters on the battlefield. The first is placed in the dead centre of the board. The players then take turns to place one other counter on the centre line but at least 12” away from the other counters.
- During the game, when one of your fortitude bearing units*** ends its move on the counter, it can pick it up. (Note: A unit can carry more than one counter).
- Non fortitude bearing units cannot pick up loot but may ‘sit’ on top of tokens to block other units from picking them up.
- Scouting or vanguarding units with fortitude, cannot deploy on or use their vanguard move to capture counters but can move to capture or block them on their first turn. Which one depends on if they meet the fortitude restrictions.
- Whilst carrying a counter a unit’s move is halved.
- A unit can choose to drop a counter at the start of its move and then move off normally. (A unit cannot pick up and drop a counter in the same turn but another unit can pick up the dropped counter).
- If a unit flees for any reason (e.g. due to failed psychology tests or as a charge reaction) it drops any counters it holds.
- If a unit fails its break test, it immediately drops any counters it holds. If the unit that beat them in combat is a fortitude bearing unit***, then it immediately picks up the token, but only if it restrains. Note: No LD test need be taken to restrain in this situation (Frenzy units may not restrain, as per page 70 of the BRB, and therefore not pick up the loot in this situation, as they are too busy trying to kill the opposition).
- If a fortitude bearing unit*** holding a counter falls beneath 5 (or 3 Monstrous) models, it still retains hold of the loot counter (unless it flees).
- At the end of the battle, you score one point for each counter held. If you have more than your opponent, then you win, otherwise it is a draw.
6 = The Wicked Woods
Played as per the Battleline rulebook scenario, except:
- Before deploying terrain, place a Citadel Wood terrain piece (or equivalent) in the centre of the table. This should be no smaller than 10” across. This forest counts as the Wicked Woods (see scenario special rules for details on the Wicked Woods). After setting of the Wicked Woods, deploy terrain as normal.
- The wood acts in the same way as a normal forest except: All models that march, charge, flee, overrun or pursues through, into or out of the Wicked Woods most take a Dangerous Terrain test, the test fails on the result of a 1 or 2 with no saves of any kind allowed (including ward saves and Regeneration). Models with the Strider special rule do not ignore Dangerous Terrain tests from the Wicked Woods. Any Wounds caused by the Wicked Woods Dangerous Terrain test count as magical. NOTE: You do not take the test for normal movement
- In addition, at the end of each and every Movement phase, any unit with at least one model touching or inside of the Wicked Woods suffers an automatic D3+1 Wounds with no saves of any kind allowed (including ward saves and Regeneration). These wounds are distributed as shooting attacks and count as being magical.
- If a unit inside/touching the Wicked Woods contains more than 30 models, it will suffer D6+1 Wounds with no saves of any kind allowed at the end of each Movement phase, instead of D3+1.
- To control the Wicked Woods a player must have more Fortitude-bearing*** units wholly within the Wicked Woods than your opponent. Fleeing models are completely ignored for purposes of these victory conditions.
- From Turn 2, if you control the wicked woods, you gain 1 scenario points per turn, awarded at the end of each players turn. (This means a player could get a maximum of 10 points in a game, 5 points for controlling it at the end of each of your turns (from turn 2-6) and 5 points for controlling it at the end of each of your opponents turns). The player that has the most scenario points at the end of the game wins. In the event of a tie, the player with the most victory points as per the BRB wins.
*** Unit Fortitude is defined as a non-fleeing unit with a Standard Bearer which comprises not less than 5 models (3 for Monstrous units).
A General adds 2 point to Unit Fortitude and the BSB adds 1 point to Unit Fortitude.
Note: If a general or BSB is of the same type as the unit they join and that unit does not have a standard (but meets the minimum model count), then that unit WILL count as having Unit Fortitude. For example. An Elven General on steed joins a unit of 4 Ellyrian Reavers that only has a musician. The unit now counts as having a Unit Fortitude of 2, as the general brings the unit count to 5, they are all cavalry and the general gives 2 unit fortitude.
It’s a shame the scenarios in WHFB 8th was mostly about killing each other. Adding objective type games add a lot, in my opinion. (And in the end, one can play those by focusing on eliminating enemy units as well if one prefers.)
LikeLiked by 1 person
Agreed, I don’t think they were the most thought out part of the rule set. The scenarios are however probably my favourite part of kings of War. They really make that game and it’s why I tried to adapt a few for our comp.
LikeLiked by 1 person
[…] backtothehammer on Organising the SELWG wfb Compe… […]
LikeLike
[…] rolled for the Scenario and would you believe it, I ended up with the Wicked Woods scenario again (scenario list here). As Paul had not played this before we stuck with it for the […]
LikeLike
[…] WHFB – Beastme… on Organising the SELWG wfb Compe… […]
LikeLike
[…] WHFB – Beastme… on Organising the SELWG wfb Compe… […]
LikeLike
[…] random roll gave us the ‘Eliminate scenario‘. Place 3 bounty tokens on your most expensive units (For Alistair: Big ‘Uns, Orc Boyz […]
LikeLike
[…] rolled the Invade scenario which I wasn’t disappointed with, as I’d not only never played this but I […]
LikeLike
[…] rolled the Dawn attack scenario. This competition scenario is played as per the Dawn Attack scenario from the rule […]
LikeLike
[…] Scenario was ‘Invade‘. This was played lengthwise on the table (as per battle of the pass) and the player with the […]
LikeLike
[…] (mainly as it was the scenario I’d played the most during the comp), Luke suggested we play wicked woods […]
LikeLike