Post by The Supreme Emissary on Apr 6, 2015 20:35:58 GMT -5
There are so many different ways to play, to divide a table and to shift priorities on the battlefield beyond the basic elimination game. The list can be daunting to read and remember. So here's a short hand list of missions available in 7th Edition and where to find them.
Battlefield deployment zones (core rule book pg131)
Dawn of War - 2 players on opposite long edges, 24" apart
Hammer and Anvil - 2 players on opposite short edges, 24" apart
Vanguard Strike - 2 players on opposite corners, 24" apart
Objectives
Slay the Warlord: Kill the enemy warlord model
First Blood: be the first to completely destroy an enemy unit
Linebreaker: if game ends with at least one model in the enemies deployment zone
Special Rules
Mysterious Objectives: when an objective marker is controlled for the first time, roll a d6 pg 135
Tactical objectives: use strategic objective cards in conjunction with 6 objective markers
Night Fighting: a choice, 4+ roll, everything has stealth for the first round
Reserves: some models are kept off the table. Can come in on round 2 on 3+, round 3 on a 3+, round 4 automatically
CORE RULE BOOK
Eternal War: Crusade Pg142
Random zones, d3+2 objective markers, standard deployment
Primary: each marker is worth 3 VP
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives
Victory Condition: player with most VP at end of game.
- Capture 3-5 objective markers
Eternal War: Purge the Aliens Pg143
Random zones, standard deployment
Primary: 1VP for each enemy unit completely destroyed. units falling back at end of game count as destroyed.
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves
Victory Condition: player with the most VP wins
- Kill enemy units
Eternal War: The Scouring pg144
Random zones, 6 objective markers (1 marked 4, 2 marked 3, 2 marked 2, 1 marked 1. each number is how many VP they are worth), standard deployment
Primary:Each objective is worth its marked points, 1VP for each enemy Fast Attack completely destroyed, falling back and off board count as destroyed
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: night Fighting, Reserves, Mysterious Objectives
Victory Conditions: player with the most VP wins
- captuer 6 markers each with set VP values. Kill enemy Fast Attack units
Eternal War: Big Guns Never Tire pg145
Random zones, d3+2 Objective markers, Standard deployment
Primary: Each objective is worth 3VP, each destroyed Heavy support is worth 1VP, including fleeing or off table units
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives
Victory Conditions: Player with the most VP wins
- capture 3-5 objective markers, kill enemy Heavy Support units
Eternal War: The Emperor's Will pg146
Random zones, Standard deployment, 1 Objective marker per player on their table half
Primary: objective markers are worth 3VP at end of game
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives
Victory Conditions: The player with the most VP wins
- Capture the enemy flag while protecting your own
Eternal War: The Relic pg147
Random zones, Standard deployment, 1 objective marker in the center of table
Primary: Objective marker is worth 3VP at end of game
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: night Fighting, Reserves
The Relic: the objective marker is the Relic. It can be seized, moved and dropped
- Capture the flag/relic and keep it moving out of enemy hands
Maelstrom of War: Cleanse and Control pg 148
Corner Zones, Standard Deployment, 6 objective markers numbered 1-6
Primary: Achieve as many Tactical objectives as possible, start with 3 active tactical objectives
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious objectives, Tactical Objectives (generate 3 tactical objectives per turn)
Victory Conditions: Player with the most VP wins
- corner zones, start with 3 cards, generate 3 cards per turn, complete as many cards as possible
Maelstrom of War: Contact Lost pg149
Long zones, Standard Deployment, 6 objective markers labeled 1-6
Primary:complete as many tactical objectives as possible. start game with 6 tactical objectives. if no objective markers are controlled, that player generates no new tactical objectives
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives, Tactical objectives (generate 1 tactical objective per turn)
Victory conditions: most VP wins
- Long Zones, start with 6 cards, generate 1 card per turn, complete as many cards as possible
Maelstrom of War: Tactical Escalation pg150
Short zones, standard deployment, 6 objective markers labeled 1-6
Primary: Complete as many cards as possible. start game with 1 card. maximum hand is equal to the turn number
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives, Tactical objectives (generate a number of cards based on turn number)
Victory Conditions: most VP wins
- short zones, start with one card, a player generates a number of cards based on the turn number and can have a maximum hand size equal to the turn number
Maelstrom of War: The Spoils of War pg151
Long zones, standard deployment, 6 objective markers, labeled 1-6
Primary: complete as many cards as possibly. start with 3 cards, minimum hand of 3
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives, Tactical objectives
Precious Cargo: neither player can voluntarily discard a card titled 'Secure ObjectiveX'
Steal the Loot: All active objectives titled 'secure objective X' can be achieved by either player.
Victory Conditions: most VP wins
- long zones, hand of 3 cards. Any cards that count for capturing an objective marker can be achieved by any player, regardless of which player holds it.
Maelstrom of War: Cloak and Shadow pg 152
Short zones, standard deployment, 6 objective markers labeled 1-6
Primary: complete as many cards as possibly. start with 3 cards, minimum hand of 3
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives, Tactical objectives
Secret Orders: keep your tactical objective cards and dice scores hidden until they are achieved
Victory Conditions: most VP wins
- short zones. keep your 3 cards hidden so your opponent can't tell what you're going for.
Maelstrom of War: Deadlock pg 153
Corner zones, standard deployment, 6 objective markers labeled 1-6
Primary: complete as many cards as possibly. start with 6 cards, maximum hand based on 7-turn number, generate new cards to maximum hand
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives, Tactical objectives
Victory Conditions: most VP wins
- corner zones. Players have progressively fewer cards in hand as the game progresses.
Battlefield deployment zones (core rule book pg131)
Dawn of War - 2 players on opposite long edges, 24" apart
Hammer and Anvil - 2 players on opposite short edges, 24" apart
Vanguard Strike - 2 players on opposite corners, 24" apart
Objectives
Slay the Warlord: Kill the enemy warlord model
First Blood: be the first to completely destroy an enemy unit
Linebreaker: if game ends with at least one model in the enemies deployment zone
Special Rules
Mysterious Objectives: when an objective marker is controlled for the first time, roll a d6 pg 135
Tactical objectives: use strategic objective cards in conjunction with 6 objective markers
Night Fighting: a choice, 4+ roll, everything has stealth for the first round
Reserves: some models are kept off the table. Can come in on round 2 on 3+, round 3 on a 3+, round 4 automatically
CORE RULE BOOK
Eternal War: Crusade Pg142
Random zones, d3+2 objective markers, standard deployment
Primary: each marker is worth 3 VP
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives
Victory Condition: player with most VP at end of game.
- Capture 3-5 objective markers
Eternal War: Purge the Aliens Pg143
Random zones, standard deployment
Primary: 1VP for each enemy unit completely destroyed. units falling back at end of game count as destroyed.
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves
Victory Condition: player with the most VP wins
- Kill enemy units
Eternal War: The Scouring pg144
Random zones, 6 objective markers (1 marked 4, 2 marked 3, 2 marked 2, 1 marked 1. each number is how many VP they are worth), standard deployment
Primary:Each objective is worth its marked points, 1VP for each enemy Fast Attack completely destroyed, falling back and off board count as destroyed
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: night Fighting, Reserves, Mysterious Objectives
Victory Conditions: player with the most VP wins
- captuer 6 markers each with set VP values. Kill enemy Fast Attack units
Eternal War: Big Guns Never Tire pg145
Random zones, d3+2 Objective markers, Standard deployment
Primary: Each objective is worth 3VP, each destroyed Heavy support is worth 1VP, including fleeing or off table units
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives
Victory Conditions: Player with the most VP wins
- capture 3-5 objective markers, kill enemy Heavy Support units
Eternal War: The Emperor's Will pg146
Random zones, Standard deployment, 1 Objective marker per player on their table half
Primary: objective markers are worth 3VP at end of game
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives
Victory Conditions: The player with the most VP wins
- Capture the enemy flag while protecting your own
Eternal War: The Relic pg147
Random zones, Standard deployment, 1 objective marker in the center of table
Primary: Objective marker is worth 3VP at end of game
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: night Fighting, Reserves
The Relic: the objective marker is the Relic. It can be seized, moved and dropped
- Capture the flag/relic and keep it moving out of enemy hands
Maelstrom of War: Cleanse and Control pg 148
Corner Zones, Standard Deployment, 6 objective markers numbered 1-6
Primary: Achieve as many Tactical objectives as possible, start with 3 active tactical objectives
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious objectives, Tactical Objectives (generate 3 tactical objectives per turn)
Victory Conditions: Player with the most VP wins
- corner zones, start with 3 cards, generate 3 cards per turn, complete as many cards as possible
Maelstrom of War: Contact Lost pg149
Long zones, Standard Deployment, 6 objective markers labeled 1-6
Primary:complete as many tactical objectives as possible. start game with 6 tactical objectives. if no objective markers are controlled, that player generates no new tactical objectives
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives, Tactical objectives (generate 1 tactical objective per turn)
Victory conditions: most VP wins
- Long Zones, start with 6 cards, generate 1 card per turn, complete as many cards as possible
Maelstrom of War: Tactical Escalation pg150
Short zones, standard deployment, 6 objective markers labeled 1-6
Primary: Complete as many cards as possible. start game with 1 card. maximum hand is equal to the turn number
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives, Tactical objectives (generate a number of cards based on turn number)
Victory Conditions: most VP wins
- short zones, start with one card, a player generates a number of cards based on the turn number and can have a maximum hand size equal to the turn number
Maelstrom of War: The Spoils of War pg151
Long zones, standard deployment, 6 objective markers, labeled 1-6
Primary: complete as many cards as possibly. start with 3 cards, minimum hand of 3
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives, Tactical objectives
Precious Cargo: neither player can voluntarily discard a card titled 'Secure ObjectiveX'
Steal the Loot: All active objectives titled 'secure objective X' can be achieved by either player.
Victory Conditions: most VP wins
- long zones, hand of 3 cards. Any cards that count for capturing an objective marker can be achieved by any player, regardless of which player holds it.
Maelstrom of War: Cloak and Shadow pg 152
Short zones, standard deployment, 6 objective markers labeled 1-6
Primary: complete as many cards as possibly. start with 3 cards, minimum hand of 3
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives, Tactical objectives
Secret Orders: keep your tactical objective cards and dice scores hidden until they are achieved
Victory Conditions: most VP wins
- short zones. keep your 3 cards hidden so your opponent can't tell what you're going for.
Maelstrom of War: Deadlock pg 153
Corner zones, standard deployment, 6 objective markers labeled 1-6
Primary: complete as many cards as possibly. start with 6 cards, maximum hand based on 7-turn number, generate new cards to maximum hand
Secondary: Slay the warlord, First Blood, Linebreaker
Special Rules: Night Fighting, Reserves, Mysterious Objectives, Tactical objectives
Victory Conditions: most VP wins
- corner zones. Players have progressively fewer cards in hand as the game progresses.