Scenarios for the Washington State Dust Regional are as follows (tournament rules state to release the scenarios, but board terrain setup will not be released).
250 points, 4 rounds, Swiss pairing, 4 wide by 3 deep tiled battlefields. 8 turns per mission. All deployment areas are opposite long edges. Scenarios may not be in the order presented here.
All scenarios are played using victory points as the basis equal to the cost of full destroyed units/heroes. Any scenario bonuses are added to that total.
… Scenario 1: TAKE AND HOLD - center objective. No tank trap may be placed, soft cover may be placed on objective square. Any unit on the objective square at the end of the turn grants it's owner 10vp cumulatively every turn. If the game ends before turn 8, whichever player holds the objective is granted the difference in vp to turn 8.
Scenario 2: BREAKTHROUGH - Goal is to get as many of your units to the opponents deployment area. Each unit that reaches their opponents deployment area is immediately removed from play and grants their own an amount of victory points equal to double their points cost and grants their opponent no bonus vp. If the game ends before turn 8, no additional bonus vp are awarded (the goal is to get movin'!)
Scenario 3: ESCORT - each player is granted a 'diplomat' model to escort and keep safe. This model has no profile, grants no extra wounds, and causes no extra capacity for carrying vehicles, it is basically just a marker. The escort is attached, pregame, to a unit that will keep it safe. If the unit carrying the escort is destroyed, the opposing player is granted an amount of victory points equal to triple the units cost.
Scenario 4: CAPTURE THE FLAG (See badly drawn mockup) - there are two 'flags' per player in their opponents side of the table. The goal is to retrieve one or both of them and bring them back to your own deployment area. Each flag retrieved automatically grants 50 bonus vp and the retrieving unit can still be used as normal after.