As discussed in the previous post, these were lifted from the Brawler bash 2014 comp with the exception of the 6th scenario.
1 – Invade and Defend (Battleline)
Gain 500 VP if your opponent does not have a unit containing fortitude in your deployment zone at the end of the game.
Gain 500 Additional VP if you have a unit containing fortitude alive in your opponent’s deployment zone at the end of the game.
Gain 400 additional VP if you killed more characters than your opponent.
2 – Blood and Glory
Special Rules: Play the full six turns (as time allows).
Objectives: The first player to “Break” their opponent receives an additional 1400 Victory points. The second player to “Break” their opponent receives an additional 500 Victory points.
3 – Protect the weak (Battleline)
Gain 150 VP for each of your three smallest (in terms of points) units that are alive at the end of the game. If you have more than three units that are equal in terms of smallness at the beginning of the game, nominate three of those tying units to keep alive for points.
Gain 150 VP for each of your Core units above half strength (in terms of total wound count) at the end of the game. You can score these points up to four times (600 points).
Gain an additional 150 VP for each of your opponent’s three smallest (in terms of points) units that you have killed. If there are multiple units that are equal in terms of smallness, then the first three you killed count for the extra VP.
4 – Dawn attack
Special Rules: Deploy with the Dawn Attack map but DO NOT USE RANDOM DEPLOYMENT. Instead, each player deploys as normal (taking turns putting units down) until complete. Each player must deploy at least two units in each deployment area (left, right, centre). If a player does not have enough units to deploy at least two in each, then he/she may choose which area(s) to only have one. Roll off for first turn as in a Battle Line scenario, and ignore the language about stealing initiative.
Objective: At the end of the game, if either player has a unit with fortitude within six inches of the centre of the board and the other player does not, then that player gains 1400 victory points. If both players have units with fortitude within six inches of the centre of the board, each player gains 500 victory points.
5 – Character Crash (Battleline)
Gain 100 additional VP for each enemy character slain (slain means dead or not on the table, at the end of the game, for any reason).
Gain an additional 100 VP per character if you slay the character in a challenge.
Gain 350 additional VP if your Battle Standard Bearer is still alive at the end of the game. If you do not have a BSB in your army, you automatically gain these points.
Gain 350 additional VP if you captured more standards than your opponent.
6 – Attack the strongest point! (Battleline)
Gain 1000VP if your opponent’s most expensive unit is destroyed, fleeing or not on the table for any reason, at the end of the game. Characters/mounts embedded within a unit, count towards the cost (and thus which one grants the bonus victory points). If there are two or more units that cost the same then roll a dice to decide.
Gain 400VP if your opponent’s most expensive character is killed, fleeing or not on the table for any reason, at the end of the game.
There are 6 Rumble in the SELWG Jungle Strategy Cards Below. Each describe bonus point objectives and special rules. After deployment, but before scouts are placed, both players must choose one strategy card from those remaining to them and place it on the table (these are not secret and you must both declare which you’ve chosen). You MUST choose a card to play each round. Each card can only be used once during the competition and the card you use, must be confirmed when your results are reported. Only the card player may gain bonus points based upon their card in play.
Card A: Take the Field!
+500 VP for controlling more table quarters than your opponent at the end of the game.
To control a table quarter you need to have fortitude there (i.e. General or a banner). The most fortitude in a quarter controls that quarter. In the event of a tie then neither player controls that quarter.
Special Rules: One core unit or solo character may make a Vanguard move. All normal Vanguard rules apply. (Units already capable of a Vanguard move receive no added bonus)
Card B: No Glory in Death!
+500 VP if your most expensive unit/model (NON- Character) above half its starting wounds at the end of the battle.
Special Rules: The player of this card automatically wins the roll to see who goes first, they may then choose to go first or allow their opponent to go first. If both players choose this card then roll off as normal (If a Bretonnian player uses this card and the opponent doesn’t, the army counts as having prayed and both players dice to see who goes first).
Card C: Operation Anaconda!
+500 VP for killing enemy general. (“killing”= opponent’s general not being alive for any reason at the end of the game.)
Special Rules: Your General gives a rousing speech to spur his/her troops to victory. At the start of any one of your turns you may declare that you are using this special rule and claim a +1 to the Leadership of your general (up to the normal max of LD10) It lasts until the start of your next turn.
Card D: Broken Arrow!
+500 VP for having all of your dispel/power dice generating characters/units alive at the end of the game. (If you have none of either to start with, you automatically get these points!)
Special rules: For the first turn of this game all your opponent’s spells miscast on double 1’s as well as double 6’s. (Note: double 1’s do NOT cause Irresistible Force)
Card E: Live to Fight Another Day!
+250 VP for having a unit that successfully (is not caught in that turn) flees from a charge.
+250 VP if the unit that earnt 250 VP for fleeing, is alive, not fleeing and on the table at the end of the game
**IF your army contains NO units or characters capable of fleeing at the start of the game THEN you may earn +500 bonus points if one of your characters (not champions) refuses a challenge during the game.
Special rules: Add d3 inches to one “flee” charge reaction during the battle. This must be declared prior to rolling any dice.
Card F: Lucky Seven Card!
Once in the game, before any 2d6 roll is made (but not before a re-roll, such as that given by a battle standard -bearer), a player may employ Your Lucky Seven card. This automatically makes the result of the roll a 7 without actually rolling dice.
Note that your Lucky Seven cannot be used to change two dice within a number of other dice rolled. It must be a straight 2D6 roll and not a 3D6, for example. Additionally, any army (such as Lizardmen) may use the Lucky Seven for a single leadership test (as well as any other straight 2d6 roll), except for a re-roll such as that given by a battle standard-bearer.
Your Lucky Seven may NOT be used for the Winds of Magic 2d6 roll. Your Lucky Seven roll may only affect the dice of the person playing the card.
**Alternate use of Your Lucky Seven card** You may choose to use Your Lucky Seven after your opponent has played their scenario cards, but before the battle starts, to nullify the special rules of your opponent’s card. However, they can still gain bonus points based on their card (if they meet the objectives of course!).
There you go, a brief overview of the pack. I didn’t include every detail, just the more important ones. Happy killing!