As a quick note, margin of victory at BSB is 300 or more victory points. Anything less is a draw. Battle points are awarded on a 17/10/6 scale based on win/draw/loss plus any bonus Battle Points as defined by each scenario.
Round #1: Dawn Attack
“Your forces come out of the morning mist to face a surprise enemy! Get your forces back in order and take the field of battle!”Deployment is as per Dawn Attack (pg. 145 of the Warhammer Rulebook)
Special Victory Conditions:
- +50 victory points for each table quarter that you control. To control a table quarter, you must have a scoring unit in that table quarter, and the enemy must have no models or units within that table quarter. A scoring unit is any unit containing a standard bearer, unit champion, or character. A single hero or lord model on its own is also considered a scoring unit.
- +50 victory points for having at least one scoring unit in the enemy’s deployment zone. A scoring unit can either count for controlling a table quarter OR being in the enemy deployment zone, but not both.
- +1 If you have the most Fortitude points remaining at the end of the game
- +1 If your Battle Standard Bearer is still alive at the end of the game. If you had no BSB in your army, you get this point.
- +1 If your opponent’s Battle Standard Bearer is dead or fled off the table by the end of the game. If they have no BSB in their army list, you do not get this point.
Round #2: Meeting Engagement
“The enemy forces are upon you. Take the initiative and get the jump on them. Every man counts, so deplete their units or make them flee from the battle and the day is yours!”Deployment as per Meeting Engagement (pg. 149) with the following exception: before rolling for each unit, the player may choose to assign characters to units, rather than rolling for each one individually. The character model will be deployed with the unit and will suffer from any deployment roll the unit makes.
Special Victory Conditions:
- ½ victory points are earned for enemy units that are fleeing at the end of the game. This included any characters joined to the fleeing unit.
- ½ victory points are earned for enemy units that are beneath ½ of their starting unit size by number of models (not number of wounds).
- If a unit if under ½ of their starting size and fleeing at the end of the game, you earn full victory points for that unit.
- +1 If you successfully cast a spell with irresistible force during the game. If you have no spellcaster, you get this point.
- +1 If you have no enemy scoring units in your Deployment Zone at the end of the game
- +1 If you destroy all of your opponent’s rare units. If they had no rare units, you get this point.
Round #3: The Watchtower
“An abandoned Watchtower is discovered on a strategic point of the battlefield. Whoever holds it at the end of the Battle will surely win the War!”Deployment as per Battlelines (pg. 144) with the following exceptions: (1) there is a watchtower deployed in the center of the board as per the Watchtower scenario (pg. 150); (2) units cannot enter a building in the same turn in which it performed a reform maneuver.
Special Victory Conditions:
- +400 Victory Points if you have a SCORING UNIT in the building at the end of the game.
- +50 victory points for each table quarter that you control. Units in the building do not count toward holding the table quarter or contesting it.
- At the end of every player’s turn, if the player who’s turn is just ending has a SCORING UNIT in the watchtower, that player gains +1 Battle Point. The maximum number of Bonus Battle Points that can be earned this way is 3 Battle Points per player.
Round #4: The Hangover Scenario!
“Ugh, my head hurts! Can we just roll some dice, Bro? What, I gotta figure out ½ unit sizes? Crap.”Deployment as per Battelines (pg. 144).
Special Victory Conditions:
- ½ victory points are earned for enemy units that are fleeing at the end of the game. This included any characters joined to the fleeing unit.
- ½ victory points are earned for enemy units that are beneath ½ of their starting unit size by number of models (not number of wounds).
- If a unit if under ½ of their starting size and fleeing at the end of the game, you earn full victory points for that unit.
- +1 The Hangover Award! If you had a wizard die due to a miscast in the game. If you have no spellcaster, you get this point.
- +1 If you have at least 1 standard within 12” of the center of the table. (this includes captured standards)
- +1 If all of your opponent’s Hero choices were killed, have fled, or are fleeing at the end of the game. If they had no hero choices, you get this point.
Round #5: Blood and Gorey - I mean, Glory!!!
“The end of the day is here. Break your enemy quickly, and hold the field until the sun sets.”Deployment as per Blood and Glory (pg. 148)
Special Victory Conditions:
- The player who breaks the enemy’s fortitude first receives the following additional Victory Points, depending on the game turn in which their enemy was broken (Turn 1: +500 VPs; Turn 2: +400 VPs; Turn 3: +350 VPs; Turn 4: +300 VPs; Turn 5: +250 VPs; Turn 6: +200 VPs). Breaking point is 3 Fortitude Points.
- If the other player manages to break the enemy after already being broken themselves, they receive 100 less victory points depending on the game turn in which their enemy was broken.
- +1 If you broke your opponent first (per Breaking Point and Fortitude rules, BRB page 148).
- +1 If your General entered the enemy deployment zone at any point in the game and remains alive and not fleeing at the end of the game.
- +1 If you control the center point of the table at the end of the game. You control the center point by having a scoring unit at least partially within 6” of it, while there is no enemy unit within 6” of it.
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