Games Workshop has finally posted the Semi-Finals Scenarios for this years 'Ard Boyz. They are ... interesting to say the least. Lets take a look at them shall we?
Round 1: I haz a Messige!
In this mission you nominate one of your non vehicle, non monstrous creature troop models as a "Messenger" and you are tasked to escort him into your enemies deployment zone by the end of turn 6 (no random game length here). This game is a Dawn of War set up so your deployments zones are table halves and you have to deal with annoying (or wonderful) night fight. Even more fun this is a Victory Point game Yay!... ugh ... I really had wished we wouldn't see any more of these this year for 'Ard Boyz. Victory Points are out dated and annoying to calculate.
Anyways, the bonus here is you get 500 victory points for getting your messenger into your enemies deployment zone. So an easy 500 points would be to place a troop choice right up next to that boarded and on turn 1 step across 2inchs, Yay! 500 free points in your first movement phase. Obviously this may not be the best tactic since some people may not want to get a single troop choice on his own that close to your enemies units. Then again maybe it isn't so bad of an idea since the scenario says nothing about the unit having to stay on that side of the board after he crosses the line, he just has to get there before turn 6. So deploy up next to some good terrain and move across then jet back to the safety of your own line of defense.
Other additional points for this game if you kill the enemy messenger, keeper your messenger alive the entire game, no enemy units in your deployment zone, and destroy enemy elite choices.
Overall not an exciting scenario... in fact a fairly stupid and annoying one.
Roud 2: Kaptur da Flag!
Simple straight forward scenario that will inevitably lead to a pig pile in the middle of the board. There is an objective marker in the exact center of the board, your goal is to get as many possible scoring units on it as you can while of course killing your enemy. Standard Pitch Battle, nothing new here. This will be a fun game for the assault heavy armies I can already see it. One giant CC fest right on the objective marker. It actually makes me giggle like a little school girl when I imagine it.
Additional points if your most expensive HQ is within 6" of the objective, if you have none of your own units in your deployment zone, if you kill an enemy HQ, and if you control more terrain than your opponent (scoring units within 3" of it)
This will be a fun little game with a huge cluster of dudes in the center. This could really be a bad scenario for scoring unit light armies as in order to get a massacre you need to have 5 more scoring units on the center objective then your opponent. I see the IG armies doing well on this one for some reason (6+ Chimeras loaded with Vets surrounding the objective anyone?).
Round 3: Armies That Go Bump in the Night!
This one is... unique, you actually have no objective until turn 3. Then you roll a D3 to determine if its Kill Points, Table Quarters, or Terrain Features (control Terrain pieces). You get at least a Spearhead deployment this time so it should be a little bit better for obtaining these goals. This could be a very painful scenario if your facing a slow blob army. Every time I fight a blob army it seems we barely get through turn 4 before time is up.
Additional points here for Killing enemy HQ, destroying all enemy dedicated transports, if your opponent has no units in your deployment zone, if you kill all your enemy Heavy Support choices.
This one will be ... something that's for sure. It could really toss things up in round 3 that's for sure.
Let me know what you guys think of these scenarios. Any good ideas out there?