Games Day Scenarios 2018 – 600 PLUS format

600-PLUS format Scenarios600-PLUS format scenarios

The Warlord Games Day 2018 had a free-to-enter, pick-up ladder with two core components: ‘Reach for the Stars’ scenarios in a quick-playing, 600-PLUS format and a ‘Beat the Beast’ game. We’ve kept the 600-PLUS format scenarios here as they offer a quick-to-play, flexible yet competitive force.

The armies use are 600-point forces using the Exploration Selector for use within the interiors of starships, together with a PLUS add-on that can be any Strategic selection from that list (yes, any strategic option, providing you have the models, of course – but we’ll also allow a special mercenary unit instead, such as Hükk).  When PLUS games are mentioned, players use both the 600-point list AND the PLUS option together.

Of course, players can opt to limit the PLUS options to 300 points if they wish, but this will prevent the use of the heaviest vehicles.

All scenarios are six turns long only. Each scenario scores from 0-5 VPs. In the Games Day ladder, players were allowed to play as many games as they wished with the best score across all a player’s games being their final score, plus a +1 bonus for each additional game they played and survived.

The scenarios are:


All Hands on Deck

Forces: 600, 3-player, No OH

An opposing faction has control of one of the ancient wrecks in orbit around Taskarr.  Though in a decaying orbit, it has one distinct and dangerous advantage: it is at the top of a gravity well and has some power remaining.  Your task: wrest control of this ship away from the occupiers before it plummets to the planet below – a kinetic ortillery barrage on top of your own forces!

Setup

Use a suitable ship plan – that shown was used at the 2018 Games Day. The bright blue areas are the two engineering compartments; the single chamber at the far end from them the bridge.

Deployment

Defender deploys their units in any room on the map except the docking bays.

If playing on a smaller plan, normally 40″x60″, the Attackers deploy as many units as possible in the docking bay or airlock adjacent to their table edge: if they can’t fit, they cannot arrive!  If playing on a 4’x6′ mat, the Attackers deploy in either the docking bay or airlock and have also blown a hole in the 3 cabins/sections forward of the airlock and deploy in any of them or up to half way in the fourth – this is to ensure they have a good chance of capturing the bridge as the Defender has far too easy a job defending the bridge!

Objective

Capture the bridge and an engineering compartment to pilot the ship to safety.

Game Length

The game lasts six turns (when the reactors explode) or until the end of the turn in which both reactors are powered down.

Victory Points (max 5)

Success Criteria Victory Points Earned
In control of the bridge at the end of the game 2 VP
In control of an engineering area at the end of the game 2 VP
In control of both bridge and engineering area +1 VP

Special

Movement: All movement has to be along the corridors and in the rooms marked and cannot be through walls or wall features. Surface features are ignored.

Doors: For this scenario, ignore all doors.

Walls: Single-width walls have Threshold 5 and 8DP. Wider walls cannot be beached in the time available.

Capture: At the start of the game, the Bridge and both engineering compartments are ALL classed as being in control of the Defender. The bridge or engineering compartments can be captured by a faction if, at the end of a turn, it has only its own non-probe, non-beast units in the area. There are two engineering areas, each of which can be captured independently


Decaying Orbital

Forces: 600, 2-player, No OH.

Faint energy readings have been detected coming from one of the wrecks orbiting Taskarr. Your faction races to this possible hive of dangerous Virai only to find that an opposing faction has done likewise. After docking, your combat shuttles veer away under heavy fire from your opponent, and you then find that the deteriorating reactors are about to explode.

The only way to save a disaster is to seize control of engineering or the bridge and safely shut down the reactors.

Setup

Use a suitable ship plan – that shown was used at the 2018 Games Day. The bright blue areas are the two reactors about to explode; the single chamber at the far end from them the bridge.

Deployment

Deploy as many units as possible in the docking bays or airlocks adjacent to your table edge. Others come on from here when there is space!
Shipboard Scenarios - attackers' deploymentObjective

Survive by shutting down the reactors. Oh, and gain intel on the ship, of course.

Game Length

The game lasts six turns (when the reactors explode) or until the end of the turn in which both reactors are powered down.

Victory Points (maximum 5)

Success Criteria Victory Points Earned
Faction with the most Intel Points +1 VP
In control of an engineering area at the end of the game 2 VP
In control of an engineering area at the end of the game (can score twice) 1 VP ea
Ship exploding at the end of the game (to both) 0 VP*

* Neither faction can score any control VPs and the result is an ignominious loss for both!

Special

Movement: All movement has to be along the corridors and in the rooms marked and cannot be through walls or wall features. Surface features are ignored.

Doors: For this scenario, ignore all doors.

Walls: Single-width walls have Threshold 5 and 8DP. Wider walls cannot be beached in the time available.

Capture: The bridge or engineering compartments can be captured by a faction if, at the end of a turn, it has only its own non-probe, non-beast units in the area. There are two engineering areas, each of which can be captured independently. The possessor gains an Intel point (a shiny on the table) at the end of each turn it has control of one of these three areas. These points are accumulated throughout the game.

Reactors: Each of these can be shut down by any capturing unit staying in contact with them and making a successful RALLY OR by a unit in the bridge making a successful RALLY. Each power plant must be shut down individually (state which one if on the bridge). If the plants are not shut down by the end of turn six, they explode, destroying the vessel and anything on it.


Planetary Defence

Forces: PLUS (600+Strategic), 2-player

An anti-orbital gun emplacement is causing huge problems for the forces in orbit around Taskarr. The attacker has to capture it at all costs!

Setup

There is a central objective on the 5’x4’ table which should be an anti-orbital mag cannon or pulse cannon. Dice for which opposite, short (4’) table edge each player uses as their base edge, then dice for defender. Move the cannon 5” into the defender’s half of the table.

It helps the game significantly if, even on this 5’×4′ table, a total of 12 full-sized terrain pieces are used and there is no terrain within 5″ of the gun emplacement.

Deployment

Defenders Forces: Deploy within 1M of their short table edge.

Attackers’ Forces: Arrive on turn 1 on their short table edge.

Planetary Defence Scenario

Objective

Capture or retain control of the anti-orbital gun emplacement.

Game Length

The game lasts six turns.

Victory Points (5)

Success Criteria Victory Points Earned
Force in sole control of the emplacement 4 VP
If sharing control of the emplacement 2 VP
To either if their opponent is broken +1 VP

 Special

Capture: The gun emplacement is in the control of the defender at the start of the game and at the end of any turn in which the attacker fails to have control or shared control of the emplacement.

Control can be claimed by either force if they are the only force to have a non-probe, non-beast (controlling) unit within 3” of the emplacement.

Shared control can be claimed by both sides if both has a controlling unit within 3” of the emplacement.


Downed Ship

Forces: 600 or PLUS, 2-player

A ship has crashed into the Taskarr wilderness and is suspected of carrying a Virai Architector. You must capture it before any other faction!

Setup

There is a central objective on the 5’x4’ table which should be a crashed ship. Decide/dice for a 600 or PLUS game, and for which opposite, short (4’) table edge each player uses as their base edge.

It helps the game significantly if, even on this 5’×4′ table, a total of 12 full-sized terrain pieces are used and there is no terrain within 5″ of the crashed ship.

Deployment

Both forces arrive on Turn 1 from their short table edge as per the rules on p.140-141 of the Antares rulebook.

Objective

Capture or destroy the crashed ship.

Game Length

The game lasts six turns or until the ship is destroyed.

Victory Points (5)

Success Criteria Victory Points Earned
Force in sole control of the shipwreck 5 VP
If sharing control of theshipwreck 3 VP
To both if the shipwreck is destroyed 2 VP

Special

Capture: The ship can be captured by either force if they are the only force to have a non-probe, non-beast (controlling) unit within 3” of the downed ship. Shared control can be claimed by both sides if both has a controlling unit within 3” of the ship.

Destruction: The ship can be destroyed if suitable breaching weapons or Heavy Weapons with SV5+ shoot at it.  The ship has a Threshold SV of 7 (SV7+ needed to damage it with non-breaching weapons) and 30DP (see Dronescourge, p.20).  As normal, any units within the limits of the crashed ship also get damage shared amongst them when the ship is targeted (Antares, p.62).


Rescue Party

Forces: 600, 2-player

A Senior Commander (not yours!) is stranded in no-mans land in the wilderness of Taskarr.  The commander’s location has been reported to the searching units of your force and are converging on the target location. The Senior Commander must be captured, and urgently – before your enemy!

Setup

The central objective on the table is a shelter containing the commander. After setting up terrain as per p.139 in the Antares rulebook, place a building or escape pod in the centre of the table and dice for which long table edge each player uses as their base edge.

Deployment

There are two versions of this scenario. The first, for a simple, potentially very quick game has both forces deploying within 10” (not 1M) of their table edge; the second, more tricky version is ‘Converging Rescue Parties’ and has each force deploying in a 10″×20″ deployment area to the sides of their long table edge – the dispersed force are converging on the commander’s location.

In both cases, deployment is as p.140-141 of the Antares rulebook. NO units or mines can be placed beyond the deployment areas, even snipers.

Objective

Capture and escort the Commander off your table edge (extraction). Otherwise prevent the enemy from doing so.

Game Length

The game lasts six turns or until the Commander is dead or successfully extracted.

Victory Points (5)

Success Criteria Victory Points Earned
Force extracting the commander 5 VP
To a force in control of the Commander 3 VP
To both forces if the Commander is killed 2 VP

Special

Capture: The Senior Commander can be captured by any infantry or equivalent unit (a controlling unit) moving into contact at the end of its move or ending its turn in the shelter the Senior Commander occupies.  The Senior Commander moves with the unit capturing it as any other infantry trooper with a M of 5″. The Senior Commander can be handed to another controlling unit 1” distant from him at the end of the other controlling unit’s move — in other words, the unit collecting the Senior Commander can only pick them up at the end of their own move, not be given the commander model and them make a move.

A unit controlling the Senior Commander cannot sprint. If the controlling unit is destroyed, the Senior Commander is ‘Free’: put the dice in the bag for the Senior Commander immediately and, when it is drawn, the Senior Commander RUNs back towards the central building, avoiding all other units until captured, again.

Accidental death:  Whenever the unit escorting the Senior Commander is shot at, or attacked by non-hand-to-hand means, it must include the Senior Commander model in the division of hits. In hand-to-hand, the Senior Commander can be ignored or included as a target as the attackers wish – fighting for the defenders if included as a target, not fighting at all if excluded as a target. The Senior Commander does not have any weapons, does not otherwise shoot or attack, and has Ag 5, Str 5, Res 6(7) Reflex and Leader 3: if forced to fight in hand-to-hand they have 1 Attack at SV 0.


Accidental Encounter

Forces: 600 or PLUS, 2-player

When returning to base after patrolling the Taskarr wilderness, you suffer a severe comms blackout. As a result, you accidentally (and unexpectedly) come across a exploration force of an opposing faction. You must get home!

See Matched Scenario 3, ‘An Unexpected Encounter’ Antares rulebook, p.143

Setup

Use the table as you find it. Decide/dice for a 600 or PLUS game, and for which long table edge each player uses as their base edge

Deployment

Both forces deploy ½ their force, including all their probes, within a centrally aligned box 20” and 10” deep.  The remaining ½ arrives from the central 20” of each force’s table edge in turn one, making Command checks to do so.

Unexpected Encounter Deployment
Deployment areas for Unexpected and Accidental Encounter scenarios

Objective

Escape as many units as possible off the opposing table edge.

Game Length

The game lasts six turns or until the end of a turn when all the scoring units in one force have escaped off the other side of the table.

An alternative is to play only until all the scoring units of one force have escaped, possibly finishing mid-turn.  This can be very dependent on the order dice, though!

Victory Points (max 5)

All probe units are ignored in assessing scoring. Non-probe, sharded units are only counted as escaping if all models in the shard escape.

Success Criteria Victory Points Earned
To any force escaping at least a single infantry or weapon team unit off the opposing table edge 1 VP
To the force escaping the greatest percentage of their order dice off the opponent’s table edge +2VP
To any force for each ¼ of its non-probe order dice escaping off the opponent’s table edge +1 VP