SR2013 Scenarios: Destruction and Process of Elimination

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This is a guest post from Owen at farfaraway.org.

Okay, so continuing this series for newer players I’m looking at two more SR2013 scenarios – Destruction and Process of Elimination. The last two scenarios I talked about were flag-based, but these guys are primarily zone-based with some objectives thrown in for a bit of variation…

Destruction

Disclaimer: As before, this is not a substitute for reading the scenario and SR2013 document!

Brief: A rectangular zone cornered by Monoliths. Control the zone and destroy Monoliths to win!

Screen-Shot-2013-04-16-at-16.18.57

Setup: At each corner of the central zone is a Monolith, which are a type of Steamroller Objective. The two closest to a player are friendly and the further ones are enemy. They are on 50mm bases, with DEF 5 and ARM 20 with fifteen damage boxes each. Unlike flags they cannot be moved over. The Monoliths cannot be moved and once one is destroyed the others cannot be damaged that turn.

Scoring: The scoring on this scenario is different to the previous ones I’ve talked about as they were flag-based. This one has a zone and destructible objectives. Scoring starts from the end of the second player’s second turn. Points are scored in the zone in a similar manner to scoring on flags in-so-far-as it can be controlled or dominated. I talked about what it means to control or dominate a flag in my post on the Incursion scenario, but scoring in a zone means being within (Note: not necessarily fully) the zone with no enemies (remember enemy Warlocks/Warcasters can’t contest) even partially within it. Monoliths are enemy models, so you need to destroy them first (hence the scenario name) to control the zone. Solos and individual models must be within a zone to control it. If a unit (50% starting strength or more) wants to control a zone all of the surviving models from the unit must be in it. Controlling the zone will net you 1 CP. Your Warnoun can dominate the zone for 2 CPs the zone.

The Monoliths can be damaged from the second player’s second turn and when destroyed the player will be awarded 1 CP. Monoliths have the stats above and are hit automatically in melee. Once a Monolith is destroyed the other Monoliths may not be damaged that turn.

Winning?: Just like Incursion and Close Quarters, the first player to earn at least 5 CPs (and has more than his opponent) wins. Assassination results in an instant victory.

Kill Box?: Yes! Check out the Close Quarters bit of the last post for more about Kill Box.

Playing this Scenario: You have to be able to control or dominate the zone to win this scenario as destroying Monoliths will only net you a total of 2 CPs, leaving you with three to gain via the zone. While the Monoliths are easy to destroy (if you have high POW weapons) you can only destroy one per turn (unless you can simultaneously destroy them!). This must be done first and then it leaves controlling the zone as your secondary objective.

Controlling zones takes some skill and clearing out a zone of tough infantry can be a pain, so going first can be a distinct advantage if you can clog the zone with difficult to destroy models. That said scoring all happens from the second player’s second turn, so there is some (very small) merit in going second. There are alternative methods to clearing certain models out of the zone – Throws, Double-handed Throws and Slams can all get the enemy out of the zone (just be careful you don’t accidentally slam them into a Monolith!).

A word of warning – be careful near the Monoliths as they are targetable models meaning spells and other attacks can be ‘ricocheted’ off of them.

Closing Thoughts: I’ve never been a big fan of this scenario, but at least in SR2013 the objectives are closer to your army, so a melee centric force can compete. Having a scoring zone makes it attractive to armies who can out attrition the enemy. Don’t underestimate how much those Monoliths can get in the way. They can often prevent charges when the target is placed just right.

Keep one eye on the assassination on this one!

Process of Elimination has the same ingredients as Destruction, but it mixes them up a little differently…

Process of Elimination

Disclaimer: You probably get it at this stage, but this is not a substitute for reading the scenario and SR2013 document!

Brief: Two rectangular zones, each with an enemy Monolith in the center. Destroy the Monoliths then control/dominate the zones to win!

Screen-Shot-2013-04-22-at-21.10.14

Setup: The Monoliths have the same stats as those in Destruction, but they are always considered enemies. Other than that, the setup of this scenario is quite straightforward.

Scoring: Again, like the Destruction scenario, this is a zone-based scenario. As the Monoliths are enemy models they contest the zone, so they must be destroyed before you can control/dominate a zone. They’re worth 1 CP each, as is controlling a zone. Dominating a zone is worth 2 CPs. Again, everything kicks off from the second player’s second turn.

Winning?: Yup, you guessed it, first player to score 5 CPs wins.

Kill Box?: Yes!

Playing this Scenario: The zones are not that big, but as they run away from the player they are tricky to control/dominate early in the game. An enemy player can usually have both zones in his control area, thus allowing ‘jacks/’beasts to stay controlled. Fully jamming the zones, even with fast infantry, is also tricky. Opportunistically taking out the Monoliths early in the game can be worthwhile, but when faced with the choice between destroying Monoliths and killing the enemy I know which I’d choose. That said, if you can destroy a Monolith and dominate a zone that’s 3 CPs; two more and you’ve won the game!

Closing Thoughts: The fight tends to happen in the middle of the board anyway and once the armies start to whittle each other down this scenario can really com into play. As indicated above a player can pick up points quickly if they see the opportunity.

Until next time,

Owen

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