Playing without a full deck (14) - Mammoth announcements - Blizzard recently announced a number of things related to the upcoming Year of the Mammoth (AKA the time after Reno). In this article I want to take a look...
2 months ago
Week Three was not posted here, because I chose to print out a couple scenarios from the most recent Steamroller 2010 revision. Those scenarios were Capture the Flag and Destruction.
Victory lies in the ability to control key points on the battlefield.
Mark two control markers in the middle of the table, one 10” forward from the south table edge and the other 10” forward of the north table edge. The first player to simultaneously hold both control markers wins. A model holds the point if it ends its controlling player’s turn with its base overlapping a point marker. Only one model may hold a point, and players may start the game with one of their own models controlling a point. Wrecked or inert Warjacks and wild Warbeasts cannot hold a point.
The first player to control both points wins the game wins the game and takes scenario.
NOTE: Use a penny to represent the invasion point, and be very careful not to move the tablecloth during the game.
It takes a valiant commander to lead his army into the enemy position.
The first player to deploy may choose the point of one table corner as his Command Position. The Second player’s Command Position is the point of the table corner diagonal from his opponent’s Command Position.
Determine deployment zones and turn order with a starting game roll. A player’s deployment zone extends 18” from his Command Position.
A player wins if he starts his turn with a friendly warcaster/warlock completely within 10” of his opponent’s Command Position.
NOTE: Use a penny to represent the command position.
Opposing forces encounter each other while in route to an emergency.
Determine deployment zones and turn order with a starting roll. Use standard deployment zones.
A player wins the scenario if they have the only Warcaster/Warlock in play by the end of the second players's third turn. After the beginning of the fourth round normal victory is achieved when a player has the only Warcaster/Warlock currently in play.
NO MAN'S LAND
With battle lines drawn, two great armies converge on the no-man’s-land between them.
Mark an 8” wide area, running east to west, centered on the centerline of the table. This is the No-Man’s-Land.
Starting on the first player’s third turn, a player wins when he ends his turn in control of No-Man's-Land.
A player controls the No-Man's-Land if he has one or more models completely within the No-Man's-Land and his opponent has no models completely in the No-Man's-Land.
For a unit to control a zone, all models in the unit that are still in play must be within the same zone. For a solo to control a zone, it must have an army point cost of 1 or more. (For solos that are purchased in multiples, divide the cost of the solos by the number purchased to see if they are worth at least 1 point each.)
Ignore inert warjacks, wild warbeasts, and fleeing models when checking for control or tiebreaker conditions; these models cannot control a zone and do not prevent an opponent from claiming control.
Still Photo's From The Video:
When I get a better camera I plan on taking all new photo's of all my models, and I'm going to arrange them chronologically so that skill improvement can clearly demonstrated.