Monday, October 31, 2011

Round Two

Northern Suburbs - The citizens of Wollongong are used to living in a warzone with the constant incursions of the Skorne but the presence of so many new invading armies has caused many of the citizens to evacuate. This has meant that the roads and trains to the north have become overcrowded and unserviceable, however many mercenaries were able to get into Wollongong before the problems began including one bloody famous traveler.
Reward - Reinholdt will join your next battle for free. He also brings with him along with many useful trinkets and gadgets, you will also be able to spend one extra point on anything.
Weather - Rain

The Mountains - The mountains are littered with trails and backroads down into the other areas. Victory in this region will guarantee access to these roads. 
Reward - One infantry unit worth 10 points or less including attachments (that is not marshalling a jack) gains ambush. (Ambush - You can choose not to deploy this unit at the start of the game. If it is not deployed normally you can put it into play at the end of any of your Control Phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this unit in formation within 3" of the chosen table edge).
Weather - Freezing Cold.

The Harbour - During the raid on the warmachine shipment a shipment of rum was destroyed leading to a rum shortage in Wollongong. This has caused riots throughout the harbour making this region inaccessible.

Lake Illawarra - Though the flood waters are subsiding this region is a mess of mud and rotting fish. Squatters have taken up in the ruins of buildings as the permanent residents have yet to return. The lack of law enforcement has seen many of the seedier, less law abiding citizens take residence in this region.
Reward - The winning army may take outlaw former inquisitor Orin Midwinter for free next battle.
Weather - none

Lake South - The presence of so many fire breathing dragons has had the expected effect and fires are ravaging this region making it inaccessible. 

This one won't be played for a month so there is plenty of time to raise any concerns or ask for different rewards and also to leave suggestions for next round. The names of the models you can gain use of are linked to battle college which has a pretty good summary of what they do.

Leaderboard

Anthony (Everblight) - 6 points
Graham (Skorne) - 5 points
Uli (Khador) - 4 points
Ed (Cryx) - 4 points
Theo (Cygnar) - 3 points
David (Cygnar)
Owen (Menoth)

Updated to the end of round 3

Round One Wrap


The forces of Khador and the Skorne both attempted to gain control of  the northern suburbs. Prince Vladimir Tzepesci was victorious in the struggle to secure the train lines and Khador are now busy bringing in reinforcements.

The weird happenings south of the lake drew the attention of the Cryx and the servants of the Everblight. They both came in force but the army of the dragon father was beaten back with heavy losses and the south now belongs to the Legion. Unfortunately for the Everblight the strange happenings in the region were not due to the presence of a dragon but the totem hunter, a strange beast of unknown origin. He now moves alongside the Everblight army.

In the centre of town the largest battle occurred as the two Cygnar armies and Chief Madrak Ironhide of the Kriels forces fought to claim or destroy a shipment of warjack parts. Though the trolls were largely unscathed Commander Theo managed to take control of key strategic areas and win the day. It is unknown what happened to the warjack parts or Eiryss who was seen on the battlefield and had made it known that she wanted that shipment destroyed.

Thursday, October 27, 2011

List Building - Madrak

Trollbloods
Standard Army
PCs: 35 / 35
15 models

[00] Madrak Ironhide, Thornwood Chieftain (0 / 6 WB)
[12]  >> Mulg the Ancient
[09]  >> Dire Troll Mauler
[03] Trollkin Champion Hero
[03] Krielstone Bearer & Stone Scribes (3 grunts)
[01]  >> Stone Scribe Elder
[10] Trollkin Champions (4 grunts)
[03]  >> Skaldi Bonehammer

I think we need one more example, this is a list built not around a caster but around a tactic, that tactic has the rather unexciting name of "the brick" and it's about as hard as one. It's almost the polar opposite of the Doomshaper list and makes a good second army for steamroller tournaments for that reason. So what's in the army and why:

Madrak - Small control range is not a big issue as this army stays close together. His feat allows every model to advance 1" and make an additional attack whenever they kill a model with a melee attack. He has a spell Carnage which adds +2 to melee hit rolls. His other spells are good too but not so important in making the list. He has 5 Fury so you want enough beasts to generate that even when you have lost your biggest one. His feat and spells mean you are looking at the melee beasts.

Mulg - simply the best troll beast. High MAT and high P+S + reach. Will destroy whole units with ease on feat turn and anything else at any time. Protective fit means that as long as he is close to your warlock anything attempting to harm your warlock will have to kill him first or be willing to sacrifice itself. His slow speed is irrelevant as this is a defensive list. 

Mauler - Not only is the mauler a force of destruction but it has a strength boosting animus. That's the important thing here that distinguishes him from the Earthborn. Sometimes you need the ability to hit harder than is entirely sensible and the other strength boosting beasts are shooters. 

Any more beasts and we'll need to take whelps for fury management so lets move onto units

Krielstone - This makes the list. It'll give you +2 ARM to everything and immunity to continuous effects or +1 Strength or no incorporeal models. That will put your beasts at ARM 20 and 21 and your champions at ARM 20 as well. With your entire front line at ARM 20 or greater your opponent will find it very difficult to kill anything with infantry and jacks and beasts will struggle to do much damage without strength boosts. 

Champions - In because of their high ARM and multiple wounds. Skaldi gives the overtake and pathfinder on a charge (both very useful) and the solo lets them walk through each other. This generally means you want to have Skaldi behind the unit and them have him countercharge through the unit. The solo has reach and thresher and weapons master. A very nasty combination. 

What you get is a list with an ARM 20 front line equivalent MAT 9 or better except for the Mauler which fights like MAT 8 and high POW or POW 12 weapon masters. And on feat turn every kill means another step forward and another attack. It's slow but most things bounce off it so it doesn't mind going second. The only problem is that it does not split up very well other than that it is a very difficult list to fight. 

Monday, October 24, 2011

List Building - another example

More on list building this time with my other favourite caster epic Doomshaper. Since I've already gone through the basics I'll start with my list and then explain it.

Trollbloods
Standard Army
PCs: 35 / 35
8 models

[00] Hoarluk Doomshaper, Rage of Dhunia (0 / 6 WB)
[12]  >> Mulg the Ancient
[10]  >> Earthborn Dire Troll
[09]  >> Dire Troll Mauler
[06]  >> Troll Axer
[03] Janissa Stonetide
[01] Swamp Gobber Bellows Crew

eDoomshaper is in many ways the exact opposite of eCaine, his feat only helps beasts, his spells only help beasts, and he has two abilities that work with beasts. He offers nothing to troops. It should not be surprising then that his list is composed entirely of beasts.

Why those beasts though? Mulg is without a doubt the best troll beast, he has reach, ridiculous P+S on his main weapon, magic weapon (rare for a beast) but even more he has an affinity for doomshaper that will allow him to make an extra attack for free if the thing he is smacking is not dead yet. Also doomshaper is able to cast the animus of a dire troll for free, Mulg's animus is meaningless for this ability as eDoomshaper should not be close enough to the enemy for it to do anything.

That leaves the other dire trolls. eDoomshaper's feat and wild aggression both work for melee beasts so that leans you towards the earthborn and the mauler, also the bombers animus is not particularly useful for an all beast army (no blast damage for one model and those B2B) and the Blizters has a range of self and again Doomshaper should not be close enough to the enemy to use it. So again doomshaper's synergies point you towards the Earthborn and Mauler. I've taken one of each. The Mauler has a great offensive animus and the Earthborn a great defensive animus. The Mauler is a more general beatstick but the Earthborn is able to use the POW of your opponents weapons which makes it great for destroying casters especially with Wild aggression (which boosts to hit rolls, casters tend to have high DEF and high POW weapons).

Next the Axer. Mulg's feat and if needed the earthborn animus is often enough to give you all the charge distance you need but just in case you can throw in the axer too. If gives you extra movement and pathfinder so you can get your beasts across rough terrain as well as giving them a greater threat range. The other thing that is great about the axer is reach and thresher. It will destroy infantry and it can be run light on fury to give Doomshaper something to transfer damage to, it also benefits from eDoomshaper's feat.

Janissa has rock wall. This is one of the best abilities in the game. Put it right in front of a beast and you cannot charge that beast unless you have reach and you get bonus DEF against enemies shooting or stabbing over the wall, put it further away and you can't charge unless you have pathfinder and it gives you a ready made obstacle for elemental communication (which the earthborn can give other models with it's animus) which gives you bonus ARM. In this list she is here to put a rock wall in front of two of the beasts (it only fits that many), have eDoomshaper give out the earthborn animus and have everything +2 ARM.

Swamp Gobbers. I had one point left over. Swamp gobbers can smokescreen your caster (and maybe Janissa too). It's an extra layer of protection for your caster.

In addition to the obvious stuff this list has some tricks. Refuge Mulg into a very threatening position (preferably into melee with your opponents caster) and force your opponent to use all his heavy destroying resources to destroy him leaving your real assassin the Earthborn safe. Goad, Wild aggression and Rage on the Earthborn should be enough to destroy all but the most heavily protected caster. Alternately Refuge one of your heavies back behind Janissa's wall.

List building

So I thought I'd share my thoughts on list building for the benefit of the new players in this campaign. Warmachine is a game of synergies, if you pick models individually without paying attention to how they interact then you will find yourself at a distinct disadvantage.

The best place to start building a list is with your caster. Look at their spells, abilities and feat and think about what units work best with that caster, what units you intend to cast individual spells on and if there are any units you can use which will aid your caster.

For this example I'm going to use one of my favourite casters, epic Caine. Epic Caine's feat is that for every shot he hits with subesquent shots do more damage. Therefore to get the most out of his feat he wants any models that will allow him extra shots. In particular the squire and Reinholdt, he will also need all his focus that turn to buy extra shots.

eCaine (the e is for epic) has no spells that specifically benefit jacks, 6 Focus (which is on the low side) and wants that focus for his feat and for shooting/spells. Therefore he wants only a small number of jacks and in particular jacks that can run effectively with a low amount of focus or marshalled jacks. I would try to keep to one jack in his battlegroup and any other jacks marshalled. Also you want to avoid focus hungry jacks like the Charger and Thunderhead and steer towards jacks that generate their own focus like the Stormclad and Gallant and focus efficient jacks like the Hunter. You also want to avoid jacks with weaknessess, the Hammersmith is a great melee jack but is very slow and does not have reach so otften is destroyed before it can let loose. With a caster who has spells that let that allow you to make a jack faster (eHaley, Kraye) the hammersmith becomes a much better jack but with eCaine it should be avoided.

eCaine also gets +5 range to spells when he doesn't arc them and due to his fantastic shooting wants to be close to the enemy anyway so eCaine does not need an Arcnode (no lancer or Thorn)

That's enough about what he doesn't want what does he want? He gives all gun mages gunfighter and has the spell blur. Blur gives a bonus to DEF which does not count for melee attacks and so works wonderfully well on a high DEF shooting unit. Gun mages are therefore a great choice. The UA for gunmages makes them more effective and passes on his special shot abilities to any jack he controls. As eCaine is very focus hungry and gives no benefits to jacks he controls a marshalled jack is a great idea for him. Therefore you should consider marshalling a shooting jack to the gun mages. There are 6 choices, the charger gets a benefit from using focus which a marshal cannot allocate, the sentinel and thunderhead use mostly special attacks which the gun mage bonus cannot count for so you are left with the defender, hunter and cyclone. I personally favour the hunter, the other jacks can do well in melee and would in that case like more focus, they are also more expensive.

Heightened reflexes lets you avoid being knocked down or made stationary. This is another spell that favours high DEF units as those are the two most common ways to drop DEF. It's also particularly useful for a tough unit as it means that models that pass a tough roll are not knocked down and activate normally.

Magic Bullet gives you free damage to a nearby model when you hit a model. It therefore wants a shooting model with high RAT (so that you are likely to hit). eCaine does this himself.

You want to make sure your list has a plan to deal with heavy jacks and high DEF infantry. In a campaign setting like this you can have multiple lists but even then you can come up against both in the same battle. You want some melee and some shooting in case your opponent has some way to reduce the effectiveness of one of those options and something to take and hold objectives.

So here is a sample annotated list:

Cygnar
Standard Army
PCs: 35 / 35
22 models

[00] Captain Allister Caine (0 / 5 WJ remaining)
[02]  >> Squire - extra focus is always good but here means an extra feat shot.
[10]  >> Stormclad - gets a focus from the stormblades provides much needed melee
[06] Arcane Tempest Gun Mages - blur. Push stuff off objectives, shred infantry
[02]  >> Arcane Tempest Gun Mage Officer - gun mages get true sight (really useful) and marshalled jack
[06]  >> Hunter - +4" range, extra damage on critical or push from the officer
[05] Stormblade Infantry - adds needed melee option and gives the stormclad a focus. Heightened reflexes.
[03]  >> Stormblade Infantry Officer & Standard - assault and 3" AOE makes stormblades very deadly
[02] Rhupert Carvolo, Piper of Ord - gives the stormblades tough, and they cannot be knocked down thanks to heightened reflexes
[03] Eiryss, Angel of Retribution - Helps eCaine assassinate
[01] Reinholdt, Gobber Speculator - extra shot every turn for eCaine.

Because of the synergies in this list the gunmages DEF 18 from shooting and gunfighter lets them fight back if charged. The stormblades are tough, fearless and not knocked down when they pass a tough roll. The hunter gets +4" range (or push) and a boost from the jack marshal, it only needs one boost because it mostly shoots jacks/beasts. On feat turn eCain has two initial shots, one from Reinholdt, 6 from regular focus and one from the squire for a total of 10 shots making the last shot POW 21. When possible these should all be at your opponents caster. Push things out of the way with your gun mages, have Eiryss get rid of any defensive spells and then kill the caster. Everything works with something else and that's what makes the list good.

Thursday, October 20, 2011

Motivations


The city lights stretched along the coast like a ribbon, this city was a thin strip of land between some overlarge hills and the ocean, a sight that would have been overwhelmingly unimportant in the eyeless sight of the Everblight except for the rumours that had been surfacing. If they were to be trusted the servants of the Everblight had found another one of the surviving dragons, he would need the athank if he was to be able to challenge the dragonfather. He could sense the minions of the dragonfather, they were close and would be seeking the same prize.

The Cygnarian commander hated serving on the eastern border, the glory always seemed to go to the west and the fight against the Cryx and the money to the north and the fight against Khador. Here on the eastern border was only constant warfare, dirt and misery and now he would have to share even that. His royal highness King Leto had seen fit to send another commander to Wollonogong, some upstart from the south had been sent to help deal with a perceived invasion threat. He doubted that this threat would turn out to be anything  more than the drunken ramblings of bored villagers but this new commander would be trouble enough. His family had strong ties to Vinter Raelthorne and there had been suspicious incidents in his previous command. The Skorne were becoming more daring in their push into Cygnar, so much so the city itself had become a target and now he was to share command with a man who may or may not be working with them. Nothing good would come of this.

Madrak was hopeful. It was not an emotion he felt at ease with. If history was any indicator hope was not an emotion Madrak was meant to feel. He and Doomshaper had travelled with a small band to the city of Wollongong in the hope of destroying the thrice cursed axe that was causing Madrak to shun his own people in what could be their final struggle. Rumour had it that a dragon was hiding somewhere close to the city and Doomshaper believed that if they could find the dragon they would have a way to finally destroy Rathrok and lift the curse on the trollkin chieftain.

The formation of the Khadorian force would have looked comical to any outsider, the troops looked to be trying to protect themselves more from their own commander than any attack from opposing forces. It was however no laughing matter, the mental instability of commander Zoktavir was starting to become more of a threat than the coming conflict with Cygnar. Rumour had it that this madness was what had caused Empress Vanar to send him to so far away from the current front in the war against Cygnar. No one knew any more whether his uncontrolled rage would push the khadorians to victory or see their carefully laid plans destroyed and armies routed. Now these men were far from the motherland and under the command of a madman with only the most tenuous grasp on reality. Few were confident of returning home alive but none were willing to risk the wrath of the butcher of Khardov so they marched on and tried to avoid catching the attention of their commander.

Tuesday, October 18, 2011

Scenario Reference

An explanation of what terms mean:

Own: Models listed, or created by effects, within a player’s fielded army list.
Control: The rules for control vary depending on the scenario and the type of scoring area (zone or flag) used. Ignore inert warjacks, wild warbeasts, fleeing models and models that you own that are under the control of your opponent when checking for control conditions.
Contest: A player must own at least one model within a scoring area in order to contest that area or within 4” of a flag to contest that flag. Inert warjacks, wild warbeasts, and fleeing models cannot contest.
Zone: Also called a “scoring area.” A region of the game table defined within the scenario rules. Players seek to “control” these zones or “contest” a zone so that an opponent does not control that zone. A player controls a zone if he owns one or more models within the zone and the opponent has no models within the same zone.
There are no additional requirements for warcasters, warlocks, warjacks, or warbeasts. For a unit to control a zone the unit must contain 50% or more of its starting number (rounding up) and all remaining models 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 solo choices that consist of multiple models, divide the cost of the solo choice by the number of models to see if each model is worth at least 1 point. For multiple model solo choices to control a zone the choice must contain 50% or more of its starting number of models (rounding up) and all remaining models must be within the same zone.
Flag (40 mm base): All flags are models with the following qualities:


  • Cannot be targeted, damaged, moved, placed, or removed from play
  • Incorporeal, stationary, medium-based models
  • Immune to all in-game effects; do not activate

A player controls a flag if he owns one or more models B2B with the flag and the opponent has no models within 4˝ of that flag. There are no additional requirements for warcasters, warlocks, warjacks, or warbeasts.
If the B2B model is a member of a unit, the unit must contain 50% or more of its starting number (rounding up) and all remaining models must also be within 4˝ of the flag. If the B2B model is a solo it must have an army point cost of 1 or more. For solo choices that consist of multiple models, divide the cost of the solo choice by the number of models to see if each model is worth at least 1 point. For multiple model solo choices to control a flag the choice must contain 50% or more of its starting number of models (rounding up) and all remaining models must also be within 4˝ of the flag.
Objective (50 mm base): Some scenarios will add additional qualities to objectives or contradict these properties; in those cases the scenario takes precedence. All objectives are models with the following qualities:

  • Cannot be targeted by attacks or damaged on the first round
  • Non-living, non-warrior, stationary, large-based models
  • Friendly model to all other models
  • DEF 5/ARM 20/Damage: 15
  • 360 degree front arc
  • May be moved by throws, slams, pushes, etc.
  • Cannot be placed, knocked down, or removed from play
  • Cannot channel
  • Do not activate, suffer continuous effects, or suffer collateral damage
Terrain
Do not place obstructions or rough terrain within normal deployment zone areas. This does not apply to Advance Deployment areas.
All terrain pieces must be placed at least 3˝ away from other terrain pieces. This includes terrain pieces granted by Theme Force bonuses. 
Do not place impassable terrain within control zones when playing scenarios that use them.
Note that all other terrain may be placed within the control zones. Terrain can either be set up by an agreed neutral party or each player can take turns placing terrain. Depending on the size of terrain pieces there should be between 4-8 pieces of terrain on the table. All players should agree to the set up of terrain before rolling for deployment.

Deployment
In order to mitigate the initiative advantage of the first player, the deployment zones are
based on turn order.
In standard scenarios the first player has an 8˝ deployment zone (14˝ AD) and the second player has a 10˝ deployment zone (16˝ AD). In radial scenarios the first player has an 18˝ deployment zone (24˝ AD) and the second player has a 20˝ deployment zone (26˝ AD).
The player who chooses to go first chooses his table edge, deploys first, and takes the first turn.

Contents and Game Rules ©2001–2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, HORDES, Trollbloods, Circle Orboros, Legion of Everblight, Skorne, warcaster, warjack, warbeast, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

Saturday, October 15, 2011

Trash Talk

In order to celebrate the fact that comments are now on (stupid default settings) I hereby declare this page to be the comments page for trash talk. At the moment it is set up so that you don't need to register with anything in order to comment but you will need to prove you are human. If anyone is having problems with that (looking at you Uli) tell me and I'll turn it off (it's just to stop spam bots). Just click on the link that says comments if your on the front page otherwise just fill in the box at the bottom of the screen and tell us all how badly you expect me to crush you.

Current Map

 Click to enlarge:

Legend
Anthony

David
Graham
Theo
Ed
Owen
Uli







Northern Suburbs
Reward - Reinholdt + 1 point
Weather - Rain

The Mountains
Reward - One infantry unit worth 10 points or less including attachments (that is not marshalling a jack) gains ambush. (Ambush - You can choose not to deploy this unit at the start of the game. If it is not deployed normally you can put it into play at the end of any of your Control Phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this unit in formation within 3" of the chosen table edge).
Weather - Freezing Cold.

The Harbour
inaccessible

Lake Illawarra
Weather - none

Lake South 
inaccessible

Treasure Chest

Place in the centre of the board, equidistant from all players deployment zones an objective marker. In order to claim that objective marker a warbeast or warjack (lesser warbeasts and half jacks are excluded) must use a special action while base to base with the objective to pick up the chest. If another beast jack is base to base with the marker both models roll a d6 and add their strength, the model attempting to pick up the chest must have a higher total in order to take the chest. When the chest has been picked up remove the objective marker and place a token or marker on the beast/jack, that beast can no longer run. If a warjack carrying the chest is destroyed its wreck marker becomes the new objective marker. If a beast carrying the chest is destroyed replace it with an objective marker of the same base size. A warbeast/jack with open fists (not on a crippled system) can attempt to pry away the chest using a power attack. That model makes an attack roll, if it hits both models roll a d6 (regardless of the number of open fists) and add their strength. if the attacking model has a higher total it has succeded in prying the chest away. Place the token/marker on the new beast/jack.

Victory Conditions
If a model carries the chest off the board from any table edge the player that owns that model wins.

Friday, October 14, 2011

First Round

Lake South: A week ago strange lights were seen in the skies and now people have started disappearing and there are many reports of inhuman screams in the middle of the night. The persistent fog that surrounds the region is only adding to the general unease.
Weather - Fog
Reward - Next battle you may add the totem hunter to your army for free

Lake Illawarra: This region is flooded and therefore inaccessible

The Harbour: A lightly guarded shipment of warjack parts is on it's way to the harbour.
Weather - Winds
Reward - Add three warjack points to your next game. Alternatively Eiryss mage hunter of Ios wants the shipment destroyed to help in her quest, instead you may choose to field Eiryss in your next game free of charge.

Mt Ousley: A landslide has made the mountains to dangerous to enter

Northern Suburbs: The trains are up and running this week bringing those who control them vital reinforcements from the north.
Weather - Normal
Reward - Add a UA to any unit for free next battle (unit attachment, not weapon attachment)

Unlikely Alliance

Summary: Two teams of players attempt to destroy their opponents’ warcasters or warlocks.

Unlikely Alliance is a scenario for 4 players split into teams. Each team is composed of an equal
quantity of legal armies of the agreed-upon game size. The players on each side of the board fight as a team. Their teammates’ models are considered friendly models (but are not considered Faction models unless they actually share the same faction). Teamed players share the deployment zone in their scenario. Players on the same team take their turns simultaneously. Until the Victory conditions are met, a player continues to play even if his last warcaster/warlock is destroyed or
removed from play.

The scenario being played is determined randomly from the two player scenarios. However Command and Control and Diversion CANNOT be chosen.

If players agree Unlikely Alliance can be played without a scenario.

Kill Box

Mark a 24˝ by 24" square in the centre of the table. This is the kill box.

Victory Conditions
Starting on the first player’s second turn, if a player ends his own turn with a friendly warcaster or warlock not within the kill box, all friendly warcasters and warlocks are immediately destroyed and cannot be healed.

The last warlock/warcaster alive is the winner

Supply Line

Supply Depot

Place three 50-mm objective markers, each objective marker should be placed 8" away from the edge of a players deployment zone measuring towards the centre point between both opponents deployment zones. At the end of each turn, starting on the second round, a player earns 1 control point for each objective he controls, players gain no point for controlling the objective closest to their deployment zones.

When a warbeast begins its activation within 3˝ of an objective its controller controls, it can discard 1 fury point. When a warjack begins its activation within 3˝ of an objective its controller controls, it is allocated 1 focus point.

Victory Conditions
The first player to accumulate 2 control points and have more control points than any other player wins the game. When a warlock/warcaster is assassinated points gained by that player no longer count for determining victory.

The Circle of Life

Mark out a 14" (16" for 4 players) diameter circle in the centre of the board equal distance from each players deployment zone. At the end of every players turn starting at the end of the last player's second turn every warcaster/warlock inside the circle earns a control point.

Victory Conditions
If any player has 5 or more control points and more control points than any other player that player wins the game.

Diversion

Summary: Players attempt to control a flag to their right while contesting a zone on their opponent’s half of the board.

Mark two zones (8˝-diameter circles) and place two flags in accordance with the diagram below. Each player may only score on the flag to his right. In this scenario, in addition to the normal control requirements for flags, a player must contest the zone on the opponent’s half of the board in order to control his designated flag. Players do not earn control points for controlling zones in this scenario. At the end of each player’s turn, starting on the second player’s second turn, either player can earn 1 control point for controlling his designated flag.

Victory Conditions
The first player to earn at least 2 control points and have more control points than the opponent immediately wins the match.
Contents and Game Rules ©2001–2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of
Menoth, Retribution of Scyrah, HORDES, Trollbloods, Circle Orboros, Legion of Everblight, Skorne, warcaster, warjack, warbeast, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

Command and Control

Summary: Players attempt to control a zone in the center of the board while contesting any flag with their warcaster or warlock.

Mark one zone (12˝-diameter circle) and place four flags in accordance with the diagram below. In this
scenario, in addition to the normal control requirements for control zones, a player must contest any flag with a friendly warcaster or warlock in order to control the zone. Players do not earn control points for controlling  flags in this scenario. At the end of each player’s turn, starting on the second player’s second turn, either player can earn 1 control point for controlling the zone.

Victory Conditions
The first player to earn 2 control points immediately wins the match.

Contents and Game Rules ©2001–2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of
Menoth, Retribution of Scyrah, HORDES, Trollbloods, Circle Orboros, Legion of Everblight, Skorne, warcaster, warjack, warbeast, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

The Gauntlet

Summary: Players attempt to control a zone on the opponent’s side of the board.

Mark two 6˝ x 8˝ zones in accordance with the diagram below. At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point if he controls the zone on the opponent’s half of the board.

Victory Conditions
The first player to earn at least 2 control points and have more control points than the opponent wins the match.

Contents and Game Rules ©2001–2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of
Menoth, Retribution of Scyrah, HORDES, Trollbloods, Circle Orboros, Legion of Everblight, Skorne, warcaster, warjack, warbeast, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

Destruction

Summary: Players attempt to destroy two objectives on the opponent’s side of the board.

Before deployment, position an objective on both "OBJ1" positions in accordance with the diagram below. When an "OBJ1" objective is destroyed place an objective in the "OBJ2" position on the same side of the board during the next maintenance phase using the rule of least disturbance. Objectives in this scenario cannot move or be moved.

Victory Conditions
Players earn 1 control point for each objective that is destroyed on their opponent’s side of the board. The first player to earn 2 control points immediately wins the match.


Contents and Game Rules ©2001–2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of
Menoth, Retribution of Scyrah, HORDES, Trollbloods, Circle Orboros, Legion of Everblight, Skorne, warcaster, warjack, warbeast, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

Capture the Flag

Summary: Players attempt to control a flag on the opponent’s side of the board.

Place two flags in accordance with the diagram below. At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point when he controls the flag on the opponent’s side of the board.

Victory Conditions
The first player to earn at least 2 control points and have more control points than the opponent immediately wins the match.

Contents and Game Rules ©2001–2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of
Menoth, Retribution of Scyrah, HORDES, Trollbloods, Circle Orboros, Legion of Everblight, Skorne, warcaster, warjack, warbeast, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

Outflank, Outfight, Outlast

Summary: Players attempt to control two circular zones on the centerline of the board.

Mark two zones (12˝-diameter circle) in accordance with the diagram below. At the end of each player’s turn, starting on the second player’s second turn, both players earn 1 control point per zone they control.

Victory Conditions
The first player to earn at least 3 control points and have more control points than the opponent immediately wins the match.

Contents and Game Rules ©2001–2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of
Menoth, Retribution of Scyrah, HORDES, Trollbloods, Circle Orboros, Legion of Everblight, Skorne, warcaster, warjack, warbeast, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

Incursion

Summary: Players attempt to control two flags on the centerline of the board.

Place three flags in accordance with the diagram below. At the end of the second player’s first turn, randomly remove one flag from the board.

At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point for each flag he controls. 

Victory Conditions
The first player to earn at least 3 control points and have more control points than the opponent immediately wins the match.

Contents and Game Rules ©2001–2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of
Menoth, Retribution of Scyrah, HORDES, Trollbloods, Circle Orboros, Legion of Everblight, Skorne, warcaster, warjack, warbeast, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

Revelation

Place two flags in accordance with the diagram below. After the roll for turn but before deployment, randomly choose a flag in one of the positions as flag #1. The remaining flag is flag #2. At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point if he controls flag #1. A player earns 1 control point if he controls flag #2 but cannot begin scoring control points on flag #2 until the turn after the first control point is scored on flag #1 by either player. Each player may score only 2 control points on each flag during the match.

Victory Conditions
The first player to earn at least 3 control points and have more control points than the opponent, immediately wins the match. If both players reach 3 control points on the same turn, reopen scoring on both flags and play until a player has more control points than the opponent.

Contents and Game Rules ©2001–2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of
Menoth, Retribution of Scyrah, HORDES, Trollbloods, Circle Orboros, Legion of Everblight, Skorne, warcaster, warjack, warbeast, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

Process of Elimination

Summary: Players attempt to control two central zones.

Mark two 6˝ x 14˝ zones in accordance with the diagram below. At the end of each player’s turn, starting on the second player’s second turn, both players earn 1 control point per zone that they control. In this scenario each player can earn only 1 control point per turn. Each player can earn only 1 control point in each zone during the course of the match.

Victory Conditions
The first player to score 2 control points and have more control points than the opponent wins the match. If both players reach 2 control points on the same turn reopen scoring in both zones and play until a player
earns 2 more control points. Repeat as needed.

Contents and Game Rules ©2001–2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of
Menoth, Retribution of Scyrah, HORDES, Trollbloods, Circle Orboros, Legion of Everblight, Skorne, warcaster, warjack, warbeast, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

Close Quarters

Summary: Players attempt to control a circular zone on the opponent’s side of the board.

Mark two zones (8˝ diameter circles) in accordance with the diagram below. At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point when he controls the zone on the opponent’s half of the board.

Victory Conditions
The first player to earn at least 2 control points and have more control points than the opponent immediately wins the match. If time runs out before a player has won the match via scenario or assassination victory.

Contents and Game Rules ©2001–2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of
Menoth, Retribution of Scyrah, HORDES, Trollbloods, Circle Orboros, Legion of Everblight, Skorne, warcaster, warjack, warbeast, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

Battle For Wollongong - Campagin Rules

At the start of every campaign round the details of the map will be announced. This will include weather conditions in each hex, bonuses for controlling that hex and which hexes are unavailable. Players decide what hex their army will be going to. There is a limit of four players in a hex, in the case of more than four armies wanting to contest a single hex the army/s travelling the furthest will be forced stop in the closest available hex along their travel path. If only one army decides to contest a hex that army will face mercenaries hired by the other generals. Any player who feels up for a game may control the mercenaries. The campaign will last for 4 rounds and then a final showdown to decide the winner.

If 3 players contest the same hex then there will be a three way battle selected from the 3 player scenarios, in three player scenarios deployment is to be semi-circular and 26+" from both other players . If 4 players contest a hex two players may choose to ally and split the reward. Should that happen the scenario will be unlikely alliance, otherwise the players will play a 4 player scenario with radial deployment from each corner. 2 player deployment will depend on scenario. Scenarios are to be determined randomly AFTER army selection but before deployment. All games may be won by assassination or fulfilling the scenario conditions, in the case of unlikely alliance both opposing warcasters/warlocks must be killed to claim an assassination victory, and both players will win the game if their alliance wins, even if one players warcaster/lock is dead.

Points scored depend on the number of players.
The winning player earns 2 point for a 2 player game, 3 points for a 3 player game and 3 points for a 4 player game. Losing generals earn a point if they assassinated another players warcaster/warlock in four player games. Winning a team game will earn each player on the winning team 2 points. 

Available scenarios are:
Two Players:
1.Close Quarters
2.Process of Elimination
3.Revelation
4.Incursion
5.Outflank, Outfight, Outlast
6.Capture the Flag
7.Destruction
8.The Gauntlet
9.Command and Control
10.Diversion
(scenarios from steamroller 2011)

Three Players
1.The Circle of Life
2.Supply Line 
3.Treasure Chest

Four Players
Team - Unlikely Alliance
1.The Circle of Life
2.Kill Box 

Weather
• Fog bank - 1st turn all models gain stealth
• Winds - Roll 1d6. On a 1–3, winds are blowing east (toward the first player’s right-hand side of the table).  On a 4–6, winds are blowing west (toward the first player’s left-hand side of the table). After determining AOE deviation, move the AOE 2˝ in the direction the wind is blowing before determining which models are hit by the AOE.
• Rain - Heavy rain causes water to get into powder rations and dampens bowstrings. All ranged attacks are -4 RNG for the first round.
• Withering heat - Models suffer -1 STR on all charge, slam and trample power attacks.
• Freezing cold - All models without immunity cold get -1 movement for the first round.
• Normal - No change.

Campagin Map