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# Giant Fanatic 13

WARHAMMER FANTASY
Scenario Pack
Scenarios
At GF13 you will be playing 5 games out of a total of 8 Scenarios. This means that you will not be trying all
the Scenarios presented at the event, at least not this year. Before each game you are assigned a table and
opponent. The table will clearly state which of the Scenarios you will be playing. As last year, instead of all
players playing the same scenario each turn, then all playing another scenario the next turn, we have
decided to turn things on their head. All the tables are divided into 8 groups of tables, and each group is
designated a specific scenario. So when you are assigned a table at the start of each round, that is what will
determine the scenario you and your opponent will be playing. Amongst many other things, this allows us to
create the specific terrain setup desired for each scenario. We strive to ensure that you cannot play the
same Scenario twice at Giant Fanatic.

In WHFB you can chose 5 different scenarios, of the 8 different available, that you would like to play. We
can not guarantee that you will play all 5 but we will do our best to fulfil it. If you do not chose any then you
will be assigned random scenarios; and assigning the same scenario several times does not increase the
chance of playing it.
Once you have completed you registration you can change your tournament information. Here you can
choose 5 different scenarios you would like to play.

## Winning the Game

At this years Giant Fanatic your victory (or defeat) will be based on two main factors:
 How much of the enemy’s army you crush, represented by Victory Points (VP), and
 How well you meet the Objective of the scenario you play, represented by Scenario Points (SP).
SP and VP will carry an even weight at Giant Fanatic.
Please note that there are exceptions to the standard Victory Points, so please read this section carefully as
well.

## After the Game

At the end of the game, the players go to the referee table, and write down their VP score (note not
converted
VP see Victory Points) and SP score. The referees will then calculate the total Battle Points (BP).
If the point total for ones army is lower than the actual size of the tournament (less than 2250 points) the
opponent automatically gets the difference between the two.
Example: If player Z has an army of 2219 pts, player Y automatically gets 31 VP.
Definitions
Throughout this briefing we use a number of terminologies when describing the Scenarios. To ensure
commonality throughout these are defined below:
Victory Points (VP)
Victory Points are calculated using the rules from the rulebook page 143. The VP of each game is converted
to a score between 0 and 10 (see Battle Points).

## Scenario Points (SP)

Scenario Points or SP reflects how well you have met the Objective of the given Scenario. Each Scenario is
worth a total of 10 SP split between the players. The number of SP and how they are won is clearly stated in
the Scenario description.

## Battle Points (BP)

Battle Points (or BP) is the combined score of VP and SP. VP is converted with the table below. The quiz,
painting and sportsmanship scores are all also counted in BPs, and it is the combined total of BP that
determines the winner of the tournament.

## Victory Points Table

Victory Points Battle Points
0- 300vps = 5- 5 BPs
301- 600vps = 6- 4 BPs
601- 900vps = 7- 3 BPs
901- 1200vps = 8- 2 BPs
1201- 1500vps = 9- 1 BPs
1501 vps + = 10- 0 BPs
The SP is added to the converted VP for the final BP of the game.

Objective
Through fulfilling the Objective of the game each player can generate between 0 and 10 SP. The game may
involve objective markers, tokens or other features to keep track of how the Objective is met. Each Scenario
will clearly state the conditions for this score.

Scoring Units
A Scoring Unit is defined as any unit that:
Is listed in your army roster (as opposed to magically summoned units)
Begins the game costing 100 points or more
Ends the game with at least 5 models or in the case of monstrous infantry/monstrous cavalry 3 models
(characters in units are not counted)
Is not fleeing

Deployment
At this years Giant Fanatic the deployment s done according to the rulebooks scenarios and not as
attacker/defender from previous years.
Scenario 1 – Battle Line
Game length: 6 turns

Scenario rules: This game works exactly like the Battle line scenario from page 144 in the WHFB Rulebook

Scenario Objective:
The objective of this scenario is to crush your opponent into a pulp, scoring as many VP as possible. There
are no SP in this game. The converted VP score is doubled for the full 0-20 BP score.

## Scenario 2 – Dawn Attack

Game length: 6 turns

Scenario rules: This game works exactly like the Dawn Attack scenario from page 145 in the WHFB
Rulebook

Scenario Objective:
The objective of this scenario is to crush your opponent into a pulp, scoring as many VP as possible. There
are no SP in this game. The converted VP score is doubled for the full 0-20 BP score.

## Scenario 3 – Battle for the Pass

Game length: 6 turns

Scenario rules: This game works exactly like the Battle for the Pass scenario from page 146 in the WHFB
Rulebook

Scenario Objective:
The objective of this scenario is to crush your opponent into a pulp, scoring as many VP as possible. There
are no SP in this game. The converted VP score is doubled for the full 0-20 BP score.
Scenario 4 – Blood and Glory
Game length: 6 turns

Scenario rules: This game works exactly like the Blood and Glory scenario from page 148 in the WHFB
Rulebook with the following exceptions:

Continue playing even if one army reaches its breaking point. You must complete 6 full turns.

Scenario Objective:
Normal VP are scored and converted to BP as described above. In addition, if only one players’ army has
reached its breaking point after the game, his opponent wins the scenario 10-0 in SP. If neither army has
reached its breaking point, each player is awarded 5 SP. If both armies have reached their breaking point,
the player whose army was last to break is awarded 7 SP and his opponent is awarded 3 SP.

## Scenario 5 – Night Runners

Game Length: 6 turns

Orders from the Council of Thirteen: Use the cover of night to lead your hordes to battle. Be clever-clever,
and the man-things will never see you coming.

Scenario rules:
This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook with the following
exceptions:

## Special rules – Deployment:

In this game the board will be split in the middle by a screen, so you can’t see your opponent’s deployment
zone. Then both of you deploy your army and only after both armies have been completely deployed is your
opponents deployment revealed. Both players roll a d6 - highest chooses whether to go first or not.

Scenario Objective:
The objective of this scenario is to crush your opponent into a pulp, scoring as many VP as possible. There
are no SP in this game. The converted VP score is doubled for the full 0-20 BP score.
Scenario 6 – Baggage Train
Game Length: 6 turns

Orders from the Council of Thirteen: The surface dwellers are transporting food, slaves and useful tools
in one of their primitive carts. You must capture the baggage train and prevent your enemies from doing the
same.

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook
with the following exceptions:

## Special Rules - The Baggage Train:

 The Baggage Train is 2” wide and 4” deep (Chariot base). It deploys in the middle of a short table edge,
touching that table edge and faces the centre of the table. The baggage train moves 2d6" straight ahead at
the start of each game turn before the Attacker moves. It is impassable. The Baggage Train cannot be
attacked or targeted by shooting or magic due to the fragile nature of the cargo. Units will be pushed away,
so that the centre of the unit is moved the shortest possible distance. This move cannot result in the unit
getting within 1” of the opponent. The facing remains the same relative to the table edges. (Slightly weird
situations can arise, if in doubt call over a referee).

Scenario Objective: Both players start the game with 5 SP. The min / max score in this scenario is 0 / 10
SP. At the end of each game turn 1 to 5, after the Defender has moved, count the number of Scoring Units
with a model fully within 6” of the Baggage Train from each side. The player with the most Scoring Units
adds 1 to their SP the other player subtracts 1 SP. After game turn six follow the same procedure as above

## Scenario 7 – Seize the tower-thing!

Game Length: 6 turns

Orders from the Council of Thirteen: Your hordes must swarm over the great tower-thing and also drive
away any surface dwellers who try to interfere.
Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook
with the following exceptions:

## Special Rules – The Lighthouse:

There is a 3” diameter objective marker in place on the battlefield placed exactly in the middle of the
board. The objective is a piece of impassable terrain on top of a hill.

Scenario Objective:
Both players start on 5 SP, and the min/max score possible is 0/10. At the end of the game look at the
objective marker and count each player’s Scoring Units with a model wholly within 6”. Each point of
difference is worth 1 Scenario Point (SP) to the controlling player, and subtracts 1 SP from the opponent.
Scenario 8 - The Rat with the Golden Gun
Game Length: 6 turns

Orders from the Council of Thirteen: You are to test Clan Skryre’s latest invention known as the Golden
Gun. Use the weapon to slay the pitiful surface dwellers who stand before you and bring the Golden Gun
safely back.

Scenario rules: This game works exactly like the Battleline scenario from page 144 in the WHFB Rulebook
with the following exceptions:

Special rules:
Both armies have an extra unit in this game known as the Golden Gun. It forms part of your army, and is
deployed and used exactly as any other unit in your army. It counts as infantry.
The Golden Gun
M WS BS S T W I A Ld Armour save Ward
save
6 3 9 3 3 2 5 1 10 5+ 4
Equipment: Heavy armour and Golden Gun (3xmultiple shots, strength 4, armour piercing, magical and
flaming attacks)
Special rules: Immune to panic. Magic resistance 1.

Objective:
Both players start on 5 SP, and the min/max score possible is 0/10. Each enemy model which loses it’s last
wound to your Golden Gun is put aside during the game. After the game, count the total number of starting
wounds of the models killed by each players’ Golden Gun. Whoever has the highest total gains 3 SP and his
opponent loses 3 SP. Each player gains 1 SP if the enemy Golden Gun is dead or have left the table and his
opponent loses 1 SP. A player gains 1 further SP if the enemy Golden Gun was killed by the other Golden
Gun and his opponent loses 1 SP.