Deployment and Beginning
At the start of the game, each player rolls a d6 and the higher roller chooses who goes first. The first player gets his choice of deployment zones and takes the first turn. Players deploy their forces up to 10Ē from the rear table edge of their deployment zone.
1: Hold the Line
Description: Once you have the good ground on the field, the trick is to keep it. Donít let your enemy out flank you. The objective is to take key positions and keep your opponent from pushing you back.
Setup: Before the start of the game, the judge marks three points in the middle of the table, one at the centre and two more 12Ē from the non-deployment table edges.
Special Rules: Players rush to points marked on the middle of the table, capturing them when a model under their control ends its activation with its base overlapping the marker. If a model leaves the point, the point remains under that playerís control until the opponent player captures the point. Only one model at a time may be on top of a point.
Victory Conditions: The lasts for six rounds or until time runs out, and the player who holds the most points at the end of the game wins. If neither player holds the most points, the game is considered a draw.
2: The Package
Description: Both forces are racing for an item in the center of the table. Although you donít know its function, your opponent is attempting to recover it at all costs. Donít let it leave the field in his hands.
Set Up: Before the start of the game place a marker representing the package in the center of the table.
Special Rules: A warcaster ending its movement in base contact with the package may make a special action to pick it up. The warcaster drops the package if it becomes incorporeal, charges, runs or is moved by any other means than advancing. If the warcaster drops the package or is destroyed, or is removed from play, place the marker representing the package at the models current location.
Victory Conditions: The game lasts for eight game rounds, until time runs out or one of the players win. The first player to get his warcaster carrying the package to the rear table edge of his deployment zone wins the game.
If the game ends before any player succeeds, the player with the package closest to his deployment zone and in his warcasters possession wins. If neither of the opposing warcasters has the plans, the player with the package closest to his deployment zone wins, even if the warcaster has been killed. If a warcaster has the package, but is closer to the enemy deployment zone than too his own, or the package is at the exact centre of the table, the game is considered a draw.
3: Crippling Losses
Description: crippling losses is a desperate struggle between two armies to seize control of the battlefield by either entrenching itself on the centre line or by inflicting crippling losses on the opposition.
Set Up: Before start of the game, place three markers in the middle of the table, one at the centre, and two more 8Ē from the edge of the table.
Special Rules: Players score Control Points by holding the points marked on the middle of the table. A model holds the point if it begins its controlling players maintenance phase with its base overlapping a point marker. Only one model may hold the point. Wrecked or inert warjacks cannot hold the point. A player gains one (1) control point for each point marker held. The first player to score seven (7) Control point wins the game.
Victory Conditions: The game lasts for eight game rounds, until time runs out or one of the players win. The first player to score seven (7) Control points wins the game. If the game ends before one player has won, the player with the most Control Points wins.
4: King of Hill
Description: Holding higher ground yield significant advantages. The objective is to take and hold the hill.
Set Up: Before the game, a hill (max. 8" in width) is placed by the judge in the centre of the table
10" advanced deployment only.
Special Rules: Each turn the player that has more models on the hill than their opponent they score a game point. Units count as one model for the purpose of calculating who has more troops on the hill. Incorporeal models counts for this purpose, but a player cannot score a game point if he has only incorporeal models on the hill. Award game point at the end of each players turn.
Victory Conditions: The game lasts 6 rounds or until time runs out. The player with the most game points at the end of the sixth turn wins the game. In case of a tie in game points, the game is considered a draw.