A new year and a new steamroller pack. In 2012 I managed to work out little hints about the scenarios and it saved me a lot of time in tournaments and quite a few games. I did it for 2013, and though a few nuances passed me by I got up to speed fairly quickly with that pack. The 2014 pack hasn't changed much it seems but it is always helpful to run through the pack and work out the differences.
Like before I will start with the reference sheet as there are commonalities with all scenarios that it is worth knowing before going further.
Objectives: They have changed slightly in the fact they are all ARM 18 with 15 boxes so that's easier to remember. The other major change is that there are no rules for dominating the objectives.
Just concentrate on the zone and let your army work through the enemy.
Really minor changes here, you can't prey an objective and that's it. No matter what if your opponent destroys an objective make sure you can kill the other one to keep control point parity else you'll find yourself doing desperate things to catch up.
Scenario 5, Close Quarters
No changes. Dominate your flag for a safeish but slow win or go for your enemies for complete subjugation of your enemies.
Scenario 6, Two Fronts
I think this was called Chemical Reaction in the previous pack, but I could never remember which was which between that and Incoming. But new scenario is nicely designed. You have two vertical rectangle zones and two objectives 18" up and in the centre of the board. The objectives have the same rules as the ones in supply and demand, free charges and no dominating with the enemy one in your control area.
However, I think that a 7 or less focus/fury caster can dominate their own zone without having to kill the enemy objective. Play it safe and move up the left or be aggressive and charge up the right, either way Two Fronts seems to be fairly well named.
Scenario 7, Incoming
The way this scenario is played hasn't changed but I think the placement of the zones has changed. Anyways, I would move up on the right flank and then across into the enemy zone/objective.
Scenario 8, Rally Point
Old name but new scenario as the objectives no longer move around. The zones are circular and the objectives centrally located. The important thing here is if your objective isn't contested it gives out inspiration to friendly faction solos. This is really important for those who suffer from command check issues (like Satyxis). But it'll never matter for those who mostly/only play Master scenarios, this isn't one them :(
Without the moving objectives this scenario becomes really simple, claim your zone and beat the hell out of the enemy trying to get to theirs.
Scenario 9, Incursion
A long time scenario with a major change, no longer can the middle flag disappear. The outer flags are slightly more on the flanks as well but that's the price you pay. This time around you can march the survivable stuff up the middle and not worry about having to move it to one side if the middle flag goes away. Other than that make sure you can reposition to either side and you'll be fine for this scenario.
Scenario 10, Outflank
No changes at all to this one, move up and try to clear at least one zone of the enemy to start the control points flowing in.
Scenario 11, Into the Breach
No longer a masters scenario but they have also added in some objectives this year. They do the same as the ones in Rally Point (grant Inspiration) so I can see them being a great use again. Personally I would make a massive attack on the zone and just threaten the flag/objective with mobile and hard hitting things. That's because you can get 2 control points for dominating the zone and be 6" back from the centre line. If you are over at the flag it's only one point a turn and you are in the middle of the board, or as it should be called, the Danger Zone.
Scenario 12, Fire Support
This one has become a masters scenario which I rather like but it should be noted a good player can score four control points in one turn very, very easily. You still have the two flags on the centre line and one objective on your left side and slightly closer to you. Where the danger comes in is if you let your enemy destroy your objective and control/dominate the other flags (can only dominate one thing a turn). That four point swing is a major issue so be very careful against those scenario power-houses of Harbinger, Deneghra2, Kruger2, etc.
TL;DR
Little pointers about each scenario are below
Destruction: 1. Destroy enemy objective. 2. Protect your own. 3. Clear the zone
Supply and Demand: 1. Clear the zone. 2. Destroy enemy objective
Balance of Power: 1. Dominate friendly flag. 2. Clear the Zone. 3. Clear enemy flag
Process of Elimination: 1. Destroy an objective. 2. Clear at least one zone
Close Quarters: 1. Dominate friendly flag. 2. Control/dominate enemy flag
Two Fronts: 1. Clear left zone. 2. Destroy enemy objective. 3. Clear right zone
Incoming: 1. Clear right zone. 2. Destroy enemy objective. 3. Clear left zone
Rally Point: 1. Clear left zone. 2. Destroy enemy objective. 3. Clear right zone
Incursion: Go for middle flag whilst being flexible about the side flags.
Outflank: Clear the zones
Into the Breach: 1. Clear the zone. 2. Destroy enemy objective. 3. Watch out for the flag
Fire Support: 1. Clear the flags. 2. Destroy enemy objective. 3. Protect friendly objective.
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