As many of you will be aware Privateer Press has released this years version of Steamroller. In the 2012 version I went through the scenarios and made notes about how to prevent loosing to scenario and whilst I can't do the same in 2013 as the scenarios have many more ways to score control points I wanted to at least run through the scenarios and how best to attack and defend.

First off though, we need to look at the reference sheet as it contains information that is used in most of the scenarios.

Zones: Not much has changed from 2012 apart from the fact Warcasters and Warlocks cannot contest zones. This is an interesting change as it'll stop the warcaster camping on focus safe in the knowledge that nothing can harm them. Units still have to have 50% or more of their members alive and all of them within the zone to control it.

Flags: Again, the same from 2012 apart from stopping Warcasters and Warlocks from contesting the flag. The only difficult thing with flags is working out how to control it. You need something in base to base contact to be in control (think somebody raising a flag) and if that model is part of a unit, all of that unit will have to be within 4” of the flag. I have seen people make this mistake so make sure you don't. A very important feature of the flags is that they are incorporeal. This means you can move through flags (assuming there is space on the other side) and they do not block line of sight. You cannot rely upon flags to keep your models safe from the enemy.

Objectives: This has had a bit of a change from 2012. No longer do you need to control objectives to score control points. Instead you can score in only two ways, depending upon scenario. You can destroy or dominate the objective. I'll go through dominating in a sec but destroying objectives, if possible, will be described on the scenario page itself. Objectives are also different from flags in that they are a large based model. As they are not incorporeal you can use objectives as line of sight and movement blockers to stop the enemy from getting to your important models. Keep in mind that objectives may not be moved but they can still be placed so be careful of those casters with telekinesis.

Dominate: This is a major change for 2013 and it works quite well with some of the other changes. With this mechanism in operation it is easier for a player to reach the 5 control points needed to win a scenario but it comes with a big risk, your caster has to be further up the battlefield than they generally like with the greater threat of assassinations. Zones can be dominated by having the caster within the zone, flags have to have the caster in base to base contact and an objective needs a caster within 2” of it. Having played a couple of games of 2013 at the moment I like this mechanic. It makes you push that little bit harder to clear a zone or restrict the movement of the enemy. But it always comes with that little bit of extra risk.

3rd Tiebreaker: Why mention this? Because there is a big change, all models on the table count and models in the area specified by the scenario have their points doubled (units have to be equal to or over 50% and so do multi part solos). I've seen one player realising that the game was running out of time run his colossal into a zone to get those bonus points. That got him a couple of wins. If you are playing timed turns then watch out for that late game surge.

Kill Box: The final standard change. Many a podcast has talked about this but it is a better rule than previous years. You don't automatically lose if you get scared but you do give away a large amount of control points. Stops those silly moments when the game just suddenly stops without a real ending yet forces you to get in close to the centre of the board.

Destruction (KILL BOX): Four objectives and a zone in the centre of the board. Simple thing, kill the far objectives and occupy the zone to win. Where this becomes interesting is the special rules of the monoliths, if one of them is damaged the others cannot take damage for the rest of the turn. Simple idea and stops those range boosting feats from overpowering the scenario. But this can also be turned against the enemy. Get fire or corrosion on an enemy objective and they cannot damage any of your objectives (assuming you do damage). Feora2 and Venethrax would be a great help here as fire/corrosion cannot expire but a two thirds chance to stop the enemy from winning on scenario is pretty good in my mind. The other really important thing to note is that both the enemy objectives have to be destroyed before you can control/dominate the zone. This means it'll be a long slog to win via scenario so be prepared to attrition the enemy forces. This scenario is going to be won on assassination or attrition mostly.

Supply and Demand (KILL BOX): The most important part of this scenario is the zone, control that and most of your work is done. Going first gives you the opportunity to pin your opponent outside and jam up his lines, but taking second if you can clear the zone easily is going to be a good option. The difficulty in Supply and Demand is the dominate mechanic. You have two options, the zone or the enemy objective, both worth the same points. If you are dominating the enemy objective I think you've probably won without the scenario points so I wouldn't push for that at all. But if you're a focus 7 or higher caster (or the squire is in your list) then you can not dominate the zone without destroying the enemy's objective. This isn't a difficult thing to do though, ARM 15 and 15 boxes on the objectives makes them real easy to destroy, one or two weapon masters or a few shots from a gun line and it'll go down easy. Concentrate on the zone first then move onto the objective if needed.

Close Quarters (KILL BOX): Only a slight change from 2012, no longer are you fighting over zones, it's flags instead. This stops those huge based models from contesting/controlling both zones at once. Again, there's going to be a big fight in the centre of the table as each player tries to get the flags under their control so be prepared for attrition. Be really careful about getting your caster onto your flag to dominate as your pretty much on the half-way line. Camp something or rely upon some defensive mechanic to see you through. But if you manage to score two control points you can end the game easily by running and dominating the enemy flag, because if you've scored two by dominating your flag, the enemy obviously can't do much to you. No real tricks to this scenario so keep contesting your flag whilst attempting to control theirs.

Ammunition Run: If you are interested in scoring control points go second every time. The objectives are easy to damage again and you can kill multiple in one turn. Getting that centre objective will give you that lead in control points and force the enemy to attempt to clear the zone in order to catch up. After the second turn your focus should be the zone with a slight attempt to protect your objective.

The objectives are explosive though so anything killing them in melee is going to be damaged or on fire at the very least. Even if you really want that extra range on your weapons I don't think it's a good idea to dominate your objective. Fire is never something you want on your caster.

Incursion: Some love this scenario, others hate it. I really like it but that is probably because I play Cryx and can adapt to the disappearing flag quickly. Not much of a change from 2012 apart from dominating a flag gives you two control points.

I can't really write much about how to win this scenario because you do have to adapt any plan when the flag is removed. I try to make sure I can move to any flag no matter which is removed. I've seen too many people get caught out by aggressively moving on one flank and that's the flag that went away. Just make sure you can split your forces and be effective in case the middle one goes.

Chemical Reaction: Be really careful when playing this scenario as control points are very easy to score by dominating friendly zones. Don't let your opponent get a lead in control points at any stage else you're going to be pressured in the late game. I can see advantages in going first or second but neither stands out above the rest. Throughout the game keep your zone clear and being dominated whilst piling pressure on your enemies zone. If you can get the enemies objective then do so as they are squishy and will give you that extra control point.

Outflank: Shorter scenario name this time around but still the same game. Split your forces and go for the zones is the simple plan. They are far apart so be careful not to leave a hole in your lines for an assassination route. Same goes for when you are dominating a zone.

Incoming: Very similar scenario to Chemical Reaction as you can dominate your own zone to score control points. The same advice pretty much applies as well.

Into the Breach: The old sacrifice scenario has changed so you don't need to waste your models to score control points. I also find it interesting that this is the only scenario where the placement of the zone and flag changes depending upon which side the second player chooses. But those are minor things, how to win this scenario is the important part. You have two ways to score but at the flag only your caster can claim the points, your other models can only stop the enemy from scoring there. Therefore I think the most important part of this scenario is the zone. This is where your troops can have the most effect in the battle to score control points and if you're good you can get your caster in behind them to cheekily dominate the zone and score more there than the flag whilst staying safe at the back. Of course, you have to pay some attention to the flag else the enemy caster could sneak off and dominate there for a control point for two.

Rally Point: Guidons has changed a lot in 2013. This is a complicated scenario with many ways to score so do pay attention to the scenario each time it comes up. As with Incoming and Chemical Reaction you can dominate the friendly zone for a control point but the main difference for this scenario lies with the objective. It makes friendly model/units Fearless but also can dominate either zone. On your first turn dominate your objective and you can move it into your zone ready for the free control points. After that you should protect your objective whilst attacking the enemies and their zone.

Process of Elimination: No longer will those “time walk” feats of Deneghra2, Haley2, etc. automatically win this scenario. They can easily get a couple of control points but after that they'll have to fight normally for the five they need to win. Going second allows you to score control points first but you can only destroy one objective per turn so the enemy can easily equalise the scores. After the objectives have gone it comes down to the zones for scoring control points so keep an eye out for a lightly held zone whilst holding on as tightly as you can. This scenario will be a battle in the middle so keep an eye on the attrition side of things as well.

Fire Support: This is kinda like Incursion without the random flag disappearing and the addition of objectives, squishy objectives. Getting control of the middle of the board is going to be very important as then you can protect your objective and destroy theirs, all whilst you control the flags for those winning control points. The enemy objective will contest the nearest flag so don't attempt to control that one till it has been destroyed. The dominate mechanic probably won't be used much till the late game as the flags are on the mid-line. If the enemy does attempt to dominate watch out for something you may have missed but take full advantage of the fact to get some damage on them.

TL;DR: So at the beginnning I said I couldn't make short notes about how not to lose and how to win at the 2013 scenarios. Coming to the end of this post I think I've come to a few ideas. If you disagree with any of these please comment and we'll get a better version between us.

Destruction: 1. Destroy far objectives 2. control zone (KILL BOX)

Supply and Demand: Destroy far objective and control zone (KILL BOX)

Close Quarters: Control the flags (KILL BOX)

Ammunition Run: 1. Destroy central objective 2. Control zone and destroy far objective

Incursion: Control the flags, be flexible

Chemical Reaction: 1. Dominate near zone 2. Control far zone and destroy far objective

Outflank: Control zones

Incoming: 1. Dominate near zone 2. Control far zone and destroy far objective

Into the Breach: 1. Control zone 2. Contest flag 3. Dominate where safe

Rally Point: 1. Move near objective into near zone 2. Protect near objective and attack far objective 3. Protect near zone and control far zone

Process of Elimination: 1. Destroy an objective (both if you can) 2. Control zones

Fire Support: 1. Control left flag 2. Destroy far objective and control right flag







Thanks to James Kerr who, over on the Rankings HQ site, did a nice little write-up along very similar lines. I have borrowed a few of his points in this post so if you want to read the original thoughts and how they better apply to a Protectorate of Menoth player go here.