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Didn't really know where to put this, but I wanted to get an idea of what the LO community thought about the topic.
Here's a link to the applicable scenario cards for an upcoming tournament in my area.
And here are my thoughts on the subject.
Marauders-Inc.com :: View topic - Scenario Cards Discussion
Basically you get one of each card and two pitched battle cards that you play on your opponent.
I have to say I wouldn't be a huge fan of these. Some of them seem rather "overpowered" (in lack of a better word) compared to the others and some armies would absolutely suffer more than others. The fact that no armies can feel entirely safe from some cards make the army building process quite boring and predictable IMHO, which takes some of the fun away.
It's much more rewarding and fun to sit down with a mate and make up your own special rules for each battle and create your own scenarios. The game might be more predictable, but not necessarily the thoughts of your opponent.
5000p. High Elves
Mobius, I agree with your comments on the other forum. I would find these bothersome and distracting.
One local tourney I participated in had a scenario rule where line of sight was determined by a die roll each turn as it was dawn breaking. My wood elves were screwed three turns and eventually overrun by an all Nurgle army.
The last indy GT I attended had cards a bit similar to yours, though not as extreme. I had a pretty typical army list (30 archers, 3 units of dryads, 2 units of dancers, 3 hawks, a treeman, and 10 waywatchers, the latter being the only oddball unit). Every game, I basically waited to find out how my army would be screwed by some negative effect or unattainable goal.
Scenario modifiers need to be generic enough to give everyone a fair shake. Matchups, terrain, army builds already do enough to alter a game without the introduction of events like the cards you link.