Scenariile turneului MMM.
Le-am mutat in alt post ca depasisem limita de caractere in primul. Dupa cum vedeti, am mai adaugat 3 pentru varietate si am modificat 'Pendulum' pentru mai multa claritate

Scenariile vor fi aduse in varianta print de catre mine in ziua eventului. Am pretentia sa cunoasteti macar vag ce inseamna fiecare . O singura citire ar trebui sa fie de ajuns.
Multumesc.
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Scenario 1 – Assassins
“I do not merely wish to defeat them. I want their ashes scattered to the winds.”
—Feora, Priestess of the Flame
Description
Eliminate all enemy warcasters and/or warlocks, and watch your opponent’s army degenerate into chaos.
Special Rules
No special rules.
Victory Conditions
A player wins when his opponent no longer has any warlocks or warcasters in play.
If time runs out before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player gains one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.
Scenario 2 – King of the Hill
“Get three Defenders on that hill. Back them up with three more squads of long gunners. With the elevation and our guns, we shall be as untouchable as any Khadoran fortress.”
—Commander Coleman Stryker at Zerkova’s Hill
Description
Many battles are fought over strategic locations of uncertain value, but military strategists know the benefit of taking a monumental hill before securing ancillary vantage points. King of the Hill is one such battle. In this scenario, both forces scrabble over land and rush up the hillside to claim the spot for their factions.
Special Rules
Place a hill in the center of the table. The hill should be between 8” and 16” in diameter. A player scores Control Points by having more models on the hill than his opponent. At the end of each player’s turn, a player with more models on the hill than his opponent scores one (1) Control Point. A unit counts as one model for the purposes of calculating who has more models on the hill. The first player to reach five (5) Control Points wins the game.
Victory Conditions
The first player to score five (5) Control Points wins the game.
If time runs out before one player has won, the player with the most Control Points wins. In case of a tie, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player gains one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.
Scenario 3 – Pendulum MK 2
“Their sacrifice is meaningless. With each death we gain ground.”
—Lich Lord Terminus
Description
The back and forth rhythm of warfare often leads to decisive moments as enemy lines are
crossed. In a Pendulum battle both forces fight for control over the battlefield by holding their
own half of the table and invading the enemy’s region of control.
Special Rules
Before the start of the game, divide the table in half with a line running west to east through the
center.
Victory Conditions
After the end of the second round, a player ending his turn with one or more of his models across the centerline on his opponent’s side of the table while none of his opponent’s models are on his side of the table wins. Wrecked or inert warjacks, wild warbeasts, and fleeing models/units are not counted when determining whether or not a player has won the scenario. Also, the first player to eliminate all of their opponent’s warcasters or warlocks wins the game. If time runs out before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player gains one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.
Scenario 4– No Man’s Land
“This battle will be settled in the no man’s land that lies between us. It is there our fates shall be decided.”
—Archdomina Makeda
Description
With battle lines drawn, two great armies converge on the no man’s land between them.
Special Rules Mark a 10” wide area, running east to west, through the center of the table. This is the No Man’s Land.
Victory Conditions
After the end of the second round, a player ending his turn with one or more of his models in No Man’s Land while none of his opponent’s models are in No man’s Land wins. Wrecked or inert warjacks, wild warbeasts, and fleeing models/units are not counted when determining whether or not a player has won the scenario.
A player also wins if he eliminates all of their opponents warcasters or warlocks wins the game. If time runs out before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player scores one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.
Scenario 5– Invasion
“These points are the key to our victory.”
—Krueger the Stormwrath
Description
Victory lies in the ability to control key points on the battlefield.
Special Rules
Mark two control markers in the middle of the table, one 10” forward from the south table edge and the other 10” forward of the north table edge. The first player to simultaneously hold both control markers wins. A model holds the point if it ends its controlling player’s turn with its base overlapping the point marker. Only one model may hold a point, and players may start the game with one of their own models controlling a point. Wrecked or inert warjacks and wild Warbeasts cannot hold a point.
Victory Conditions
The first player to control both points wins the game wins the game.
Also, the first player to eliminate all of their opponent’s warcasters or warlocks wins the game. If time runs out before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player scores one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.
Scenario 6– Divide and Conquer
“With our forces consolidated along the ridge we will fall on them like a hammer striking
the anvil!”
—Karchev the Terrible
Description
Forces split by the tides of war must seize control of a table edge and secure it before their opponent does.
Special Rules
Before the start of the game, divide the table into four Quarters with one line running west to east through the center and one line running north to south through the center.
Victory Conditions
A player ending his turn with one or more of his models in both East or both West Quarters of the table while none of his opponent’s models are in those Quarters wins. Wrecked or inert warjacks, wild warbeasts, and fleeing models/units are not counted when determining whether or not a player has won the scenario.
Also, the first player to eliminate all of their opponent’s warcasters or warlocks wins the game.
If time runs out before one player has won, the player with the most Victory Points at the end of the game wins. When comparing Victory Points at the end of the game, a player gains one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.
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In inchiere un citat dintr-un clasic in viata:
“Victory cannot be gained through strength of arms and strategy alone; a general must
be meticulously prepared and infinitely adaptable. Know the land as you know yourself,
strike without hesitation, and be prepared to offset any tactical disadvantage with
overwhelming numbers. The ultimate purpose of war is victory—absolute victory at any
cost.”
—Kommandant Gurvaldt Irusk, Irusk on Conquest: How to Fully Subjugate Your Enemy.
Si un PROTIP: Daca gandesti, poti sa castigi lupte!