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40K Ard Boyz Semi Final Scenario 1:

I haz a Mezzige!

Mission:
Escort your messenger across the board safely while intercepting your opponents messenger.

Objective:
Score more victory points than your opponent while escorting your messenger into your enemys
deployment zone.

Before the start of the game each player must nominate a single non vehicle, non monstrous
creature troop model to represent their messenger. This model must be escorted into the enemy
deployment zone by the end of turn 6. The messenger and his unit must be deployed in your
deployment zone. The unit with the messenger cannot infiltrate, scout or deep strike and he can
not be held in reserve. The unit can be deployed in a vehicle with transport capacity but that
vehicle cannot scout, infiltrate, outflank or deep strike. If you successfully escort your messenger
into your enemys deployment zone you will receive an additional 500 victory points.

Deployment:
Use Dawn o War found on page 93 of the rulebook.

Length of Game:
This game last 6 turns, or until time is called. Do not begin another game turn unless both players
can finish their player turn.

Special rules:
Infiltrate (page 92)
Deep Strike (page 95)
Outflank (Page 94)
Reserves (page 94)
Seize the Initiative (Page 92)

Massacre:
1126 to 2500 victory points more than your opponent.
Major Victory:
751 to 1125 victory points more than your opponent.
Minor Victory:
376 to 750 victory points more than your opponent.
Draw:
Your total is within 375 victory points of your opponent.

Battle point modifiers:


+1 If your opponent has no units in your deployment zone.
+1 If you destroy all of your opponents elite choices (you automatically get this if they have
none.)
+1 If you kill the enemys messenger.
+1 If your messenger is alive at the end of the game.
40K Ard Boyz Scenario 2:

Kaptur da Flag!

Mission:
The Warboss has planted a flag in the center of the table. It is your job to make sure it stays his.

Objective:
Place an objective marker in the exact center of the board. At the end of the game the player with
the most scoring units within six inches of the objective marker wins.

Deployment:
Use Pitched Battle as per page 92 of the main rulebook.

Length of Game:
Use random game length as per page 90 of the main rulebook, or until time is called. Do not
begin another game turn unless both players can finish their player turn.

Special Rules:
Infiltrate (page 92)
Deep Strike (page 95)
Outflank (Page 94)
Reserves (page 94)
Seize the Initiative (Page 92)

Massacre:
Have 5 more scoring units within six inches of the objective than your opponent.
Major Victory:
Have 3 more scoring units within six inches of the objective than your opponent.
Minor Victory:
Have 1 more scoring unit within six inches of the objective than your opponent.
Draw:
Both players have the same amount of scoring units within six inches of the center.

Battle point modifiers:


+1 If your most expensive HQ choice is within six inches of the objective.
+1 if you have none of your units in your deployment zone at the end of the game.
+1 If you kill an enemy HQ
+1 If you control more terrain than your opponent. (To control you need a scoring unit within 3
of a piece of terrain)
40K Ard Boyz Semi Finals Scenario 3:

Armies That Go Bump in the Night!

Mission:
Achieve your mission objective.

Objective:
You have stumbled upon an enemy army and the Warboss hasnt told you what to do yet.
At the start of turn three roll on the following chart to determine both players objective:
1-2 Kill Points, 3-4 table quarters, 5-6 terrain features. Kill points: The player with the
most kill points wins. Table Quarters: The player who controls the most table quarters
wins. Terrain Features: The player that controls the most terrain features wins. To
control a terrain feature you must have a scoring unit within 3 inches of the edge of the
feature. To control a table quarter you must have more scoring units in that quarter than
your opponent.

Deployment:
Use Spearhead found on page 93 of the rulebook.

Length of game:
Use random game length as per page 90 of the main rulebook, or until time is called, so that each
player completes the same number of turns.

Special Rules:
Infiltrate (page 92)
Deep Strike (page 95)
Outflank (Page 94)
Reserves (page 94)
Seize the Initiative (Page 92)

Massacre: Score 5 or more kill points than your opponent. Hold 3 or more table quarters
than your opponent. Control 3 or more terrain features than your opponent.
Major Victory: Score 3 more kill points than your opponent. Hold 2 more table quarters
than your opponent. Control 2 or more terrain features than your opponent
Minor Victory: Score 1 more kill point than your opponent. Hold 1 more table quarter
than your opponent. Control 2 or more terrain features than your opponent.
Draw: Score the same number of kill points. Hold the same number of table quarters.
Hold the same number of terrain features.

Battle point modifiers:


+1 If you kill an enemy HQ
+1 if youve destroyed all of your opponents dedicated transports
+1 If your opponent has no units in your deployment zone.
+1 If you kill all of your opponents Heavy Supports. (If your opponent doesnt have any
Heavy Support choices you receive this point automatically)

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