As first posted by daemonruss on the MWPH forum:
Changes
Time Limits
Deployment – 3 minutes for standard deployment, 2 minutes for AD (for each player)
350 points – 5 minute turns, 30 minutes to last round
500 points – 8 minute turns, 48 minutes to last round
750 points – 10 minute turns, 60 minutes to last round
1000 points – 15 minute turns, 90 minutes to last round
- Victory Points will not be tracked.
- If a game goes to time, there is NO tie break.
- We will be using the same Steamroller maps found with the normal rules pack.
The four scenarios used (not in any particular order):
Scenario 1 – Throw Down
Description
Throw down is a bitter, disorganized brawl on the flanks of the battlefield in which the only rule is to stay your ground.
Special Rules
Mark 2 points on the center line of the table between the deployment zones. One on the left side of the table 6" from the edge and one on the right side of the table 6" from the edge.
Victory Conditions
Starting on the first players third turn, any player ending their turn with one or more of his models within 6” of both of the 2 points marked on the table while none of his opponent’s models are within 6” of both of the points wins. Wrecked or inert warjacks, wild warbeasts, and fleeing models/units are ignored when determining whether or not a player has won the scenario.
Also, the first player to eliminate all of their opponent’s warcasters/warlocks wins the game.
If time runs out before one player has won, the game is a draw.
Scenario 2 – Mosh Pit
“Today will bring a proper fight.”
—Champion Horthol of the northern Thornwood
Description
Mosh Pit is a bitter, disorganized brawl in the center of the battlefield in which the only rule is to stay your ground.
Special Rules
None.
Victory Conditions
Starting on the first players third turn, any player ending their turn with one or more of his models within 8” of the center of the table while none of his opponent’s models are within 8” of the center of the table wins. Wrecked or inert warjacks, wild warbeasts, and fleeing models/units are ignored when determining whether or not a player has won the scenario.
Also, the first player to eliminate all of their opponent’s warcasters/warlocks wins the game.
If time runs out before one player has won, the game is a draw.
Scenario 3 – No Man’s Land
“This battle will be settled in the no man’s land that lies between us. It is there our fates shall be decided.”
—Archdomina Makeda
Description
With battle lines drawn, two great armies converge on the no man’s land between them.
Special Rules
Mark a 10” wide area, running east to west, through the middle of the table. This is the No Man’s Land.
Victory Conditions
Starting on the first players third turn, a player ending his turn with one or more of his models in No Man’s Land while none of his opponent’s models are in No man’s Land wins. Wrecked or inert warjacks, wild warbeasts, and fleeing models/units are ignored when determining whether or not a player has won the scenario.
A player also wins if he eliminates all of their opponents warcasters/warlocks wins the game.
If time runs out before one player has won, the game is a draw.
Scenario 4 – Pendulum MK 2
“Their sacrifice is meaningless. With each death we gain ground.”
—Lich Lord Terminus
Description
The back and forth rhythm of warfare often leads to decisive moments as enemy lines are crossed. In a Pendulum battle both forces fight for control over the battlefield by holding their own half of the table and invading the enemy’s region of control.
Special Rules
Before the start of the game, divide the table in half with a line running west to east through the center.
Victory Conditions
Starting on the first players third turn, a player ending his turn with one or more of his models across the centerline on his opponent’s side of the table while none of his opponent’s models are on his side of the table wins. Wrecked or inert warjacks, wild warbeasts, and fleeing models/units are ignored when determining whether or not a player has won the scenario.
Also, the first player to eliminate all of their opponent’s warcasters/warlocks wins the game.
If time runs out before one player has won, the game is a draw.
Thursday, April 10, 2008
Steam Roller 4
Labels: Steam Roller
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