TUG OF WAR
Resupply and support is on its way, but communications have been scrambled- you have an opportunity to redirect the arrival by turning the signal beacon towards your camp.
This scenario is an interesting look at the tactical claiming of objectives- the power of the new coordinated order, and resource allocation!
Turn Limit
3 full turns. if a player starts a turn with no active models, the game ends.
Setup
3- objectives along the centre line of the board- 1 in the very centre- and the others 12 inches away (just at the edge of each players' deployment zones). There should not be line of sight between the three objectives
Tug of war
Any model can interact with an objective with a short skill "PULL" to move any other objective one inch towards a player's board edge.
If the opponent has a model in BtB with that objective- they may ARO with "PULL BACK!", cancelling the movement. If more than one model issues a "PULL!" order (because of a coordinated order, etc) the same number or more need to "PULL BACK" to stop the movement.
Scoring
At the end of the third turn, the player with more objectives on their table half wins! (3VP per objective on their half)

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