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Competitive Scenario Package
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Competitive Scenario Package

Here’s a simple guide to playing friendly and competitive games with your local group. There are 3 steps:

  1. Scenarios
  2. Victory Score
  3. Top Performances and Player Rating

Step 1 is simple, before each game, roll a dice and play the corresponding scenario. Most have been borrowed from other game systems, or at the very least inspired by them, and adjusted for Age of Sigmar. They are designed to be tactical and varied enough to challenge any well thought out army without clearly favouring one play style or specific army. Each one forces you to think in a different way, enjoy!

Step 2 is a little more complicated. After each game, keep track of how many points each player scored. The difference between the  loser's score and the winner's score becomes the winner’s Victory Score. The winner should communicate this to the group and keep track of it. A Victory Score is wiped from the records after two months, so a fluke win in which someone wins 8-0 won’t be a permanent factor.

Step 3 is the final way to keep your league going strong. Each player chooses their 3 highest Victory Scores and divides it by 3, this is your player rating. The individual with the highest Player Rating is the Champ. Anyone wishing to eclipse him/her must beat the Champ in a match of the Champ’s choosing. The match can be any of the below scenarios, or a self-written scenario at least two other players approve of.

What Makes a League Game?

As long as the two players are happy with the balance between each other’s armies, the match up is a league game. SDK and other scroll builders are great, but do have their pitfalls and familiarizing yourself with your opponent's warscrolls can be a better way to determine balance.

Clarifications:

Summoning:

The Scenarios:

1. Infiltration

Set Up:

Each player chooses a point in their deployment zone, preferably a piece of terrain, and places a marker there, it must be at least 12” from the a board edge.

Special Rules:

Home Field Advantage:

While you have at least 10 models in your deployment zone, you may add +1 to one roll per turn.

Objectives:

The game ends at the end of turn 6. The player with the most points wins. You get points for the following:

2pt if there are more of your models within 6” of the enemy objective than enemy models.

1pt for having any models within 3” of the enemy objective.

2pt for killing the enemy general.

1pt if the enemy has half as many (rounding up) units as they started the game with

2. Conquest

Set Up:

Place an objective marker in the middle of the map. Before deploying any units, roll off, the winner places an objective marker at least 12” from the centre objective, then the loser does the same. This continues until there are 5 objective markers on the board.

Split the board as usual.

Objectives:

Games ends at the end of turn 6. The player with the most points wins. You score points for the following:

2pt for having models within 3” of an objective, with no enemy models within 3” of the objective.

1pt if there is an objective with models from both sides 3”, but more of them belong to you.

2pt for killing an enemy general.

1pt if the enemy force has half as many (rounding up) units as they started the game with.

3. Contest of Champions

Set Up:

Split the board in half and roll off to choose a half as usual. You may not split the board in an ‘L’ shape for this scenario. The first units each player deploys MUST be their general, and each general MUST deploy within 6” of the centre of the board. The rest of each army follows the traditional rules about starting at least 12” away from enemy territory. If it is apparent to both players that one of them has a significantly weaker general, that player can declare they have the weaker general, and that player gets to go first.

Special Rules:

Second In Command:

If your original general dies, you may select another hero in your army to become your general.

Objectives:

The game ends at the end of turn 6

1pt if your general(s) caused more wounds than the enemy general(s).

1pt if at any point in the game your general’ special rules, magic, or command abilities. allowed another unit in your army to deal/save a wound.

2pt for slaying the enemy general.

1pt if you were declared the player with the ‘weaker’ general.

1pt if the enemy force has half as many (rounding up) units as they started the game with.

4. Pitched Battle

Set Up:

Normal

Objectives:

The game ends at the end of turn 6. The player with the most points wins.

1pt for killing the enemy general.

1pt for each enemy unit wiped out.

1pt for one of your multi-model units ending the game with the same number of models in it as it started with.

5. King Of The Hill

Set Up:

Place a terrain feature, preferably a large hill, on the center of the board. If you have no suitably sized open terrain feature, instead place a marker, and measure 12” around it to function as the hill.

Instead of regular deployment, each player must roll a dice for each unit they place. On a 1-3 that unit MUST start 12” from the center of the board. On a 4-6 the model may go anywhere in your deployment zone.

The Veterans:

Nominate one of your units at the start of the game which deployed on the hill. This unit is your veteran - they may not leave the hill. Each unit they wipe out gives you an insight point - a point which allows you to re-roll any single dice across your army. You may not ever have more than 2 insight dice earnt from this ability at any one point.

Objectives:

The game ends at the end of turn 6.

Players score points for the following.

1pt For having a unit the same wounds it started the game with on the hill.

1pt For having your general on the hill.

1pt For having a full command unit (banner, champion, musician) on the hill.

1pt For having your veteran unit on the hill.

2pts For having more units on the hill than the enemy.

6. Hold Ground

Set Up:

Place a marker in the middle of the field. You may only deploy one unit at the start of the game.

Special Rules:

In the hero phase, for each unit not on the field, roll a dice on the table below. The result is which board edge the unit arrives from. Models may not be within 3” of a corner, but otherwise may be placed anywhere along the board edge, provided at least part of the model is within 3” of the allocated board edge.

1&2: Not on table

3. Opponents choose north/south

4. Opponents choose east/west

5. You choose North/south

6. You Choose East/West

Objectives:

The game ends at the end of turn 6. The winner is the player with the most points, you score points for the following:

2pt for having more models than your opponent within 3” of the centre marker.

1pt for having any models within 3” of the centre marker.

1pt if the unit you set up at the start of the game is not wiped out.