Home Random Page


CATEGORIES:

BiologyChemistryConstructionCultureEcologyEconomyElectronicsFinanceGeographyHistoryInformaticsLawMathematicsMechanicsMedicineOtherPedagogyPhilosophyPhysicsPolicyPsychologySociologySportTourism






SELECT YOUR SCENARIO

Batman Miniature Game scenarios are quite simple to set up: check

the "Phase A: preparation of a game" section. Remember: you must

choose a scenario before bringing any Strategy into play.

Players may choose a specific scenario to play, or they can randomly select one. Also, feel free to design your own scenarios. Roll a die to

randomly select a scenario:

..Chance Encounter.

..Plunder.

..Patrol.

..Skirmish.

.....................Securing the area.

..Ambush

Each scenario has specific objectives and special deployment rules that players must follow.

 

CHANCE ENCOUNTER

Bands go across the city, to undertake a special mission. They suddenly come across each other and the battle begins... Scenario Special Rules: -Game length: 8 rounds (Take the Lead: 4 counters per player)

Objectives:

All objectives must be placed in the central zone (see image), which is considered as the enemy objective deployment zone.

Bonus VPs:

-Hurry up, take it all!!!

3VP awarded to the first player who controls one of his own objectives (if both players achieve it during the same round, both will be awarded 1VP). -First Strike!!

1VP awarded to the first player who makes an enemy miniatu­re become K.O. or a casualty.

*All miniatures start the game outside the playing area. At the beginning of each round, roll a die separately for each miniature still outside, and place the miniatures on the corresponding table edge according to the die result (see image). -On a result of 1, the miniature doesn't arrive, but may try again next round. -On a result of 6, the player may choose the edge.

PLUNDER

Tow bands struggle to recover a supply shipment... which

band will get out with the loot?

Scenario Special Rules:

-Game length:6 rounds (Take the Lead: 3 counters per

player).

Objectives:

All objectives must be placed in the central zone (see image), which is considered as the enemy objective deployment zone.

Bonus VPs:

-The more the better!!!

4VPs awarded to the player who first controls 2 objectives

at the same time during the Objective Control Stage (oVP

awarded if both players achieve this during the same

round).

-It's Mine!!!

1VP awarded to each player who controls at least one of his

own objectives, at the end of the last round.

PATROL

Bands patrol their territory to prevent any enemy intruders

to trespass it.

Scenario Special Rules:

-Game length: 6 rounds (Take the Lead: 3 counters per

player).

Objectives:

Follow the basic rules.

Bonus VPs:

-Diversion...

3 VP awarded to any player, if one of his Band's miniatures (the Band Leader doesn't count for this) is standing inside the enemy deployment zone at the end of the game (ignore K.O. characters).

-Let's make some noise...



1 VP awarded to the first player who Hits an enemy,

regardless of the result.

SKIRMISH

Two bands fight just to see who is best.

Scenario Special Rules:

-Game length: 6 rounds (Take the Lead: 3 counters per

player).

Objectives:

Follow the basic rules.

Bonus VPs:

-Bring me their leader's head!!!

3VP awarded to any player if the opposing Band's Leader is

K.O. or a casualty at the end of the game.

-Teach them a lesson!!!

2VP awarded to any player if the casualties of the enemy Band equal 50% or more of the total band reputation, at the end of the game (rounding down).

SKIRMISH: 6 rounds. (PV)

SECURING THE AREA

Bands struggle to expand their territory at any cost. Scenario Special Rules:

-Game length: 8 rounds (Take the Lead: 4 counters per player).

Objectives:

Each player must place, at least, one objective inside each of the enemy deployment zones, and another one in the central zone (check image).

Bonus VPs:

-Hurry up, take it all!!!

3VP awarded to the first player who controls one of

his own objectives (if both players achieve this

during the same round, 1 VP will be awarded to

both).

-Teach them a lesson!

2VP awarded to any player if the casualties of the

enemy Band equal 50% or more of the total band

reputation, at the end of the game (rounding

down).

Each player must deploy one Group inside one of his deployment zones (check image). Then, both must deploy their second Group inside their other deployment zones.

AMBUSH

A Band caught its enemy by surprise...

Scenario Special Rules:

-Game length: 8 rounds (Take the Lead: 4 counters per

player).

Objectives:

- B Band must place, at least, one of its objectives inside each of the enemy's deployment zones.

Bonus VPs:

-Bring me their leader's head!!!

3VP awarded to any player if the opposing Band's Leader

is K.O. or a casualty at the end of the game.

-First Strike!!

1VP awarded to the first player who makes an enemy mi­niature become K.O. or a casualty.

-In this scenario, one of the Bands must be the Attacker or A. This will always be the Band with the most characters in it. However, if both Bands contain the same number of miniatures, flip a coin. The winner decides which Band will be the Attacker. The Attacker must deploy one of his Groups inside each of his deployment areas. Defender Band or B Band will deploy inside its own deployment area (check image)

 


Date: 2015-12-24; view: 838


<== previous page | next page ==>
DEVASTATING BLOW (1SC) | UNIT 2 A closer look
doclecture.net - lectures - 2014-2024 year. Copyright infringement or personal data (0.008 sec.)