Based on some play testing I’ve changed around the scoring method. The reason for the change is discussed over here. I also tweaked some verbage. Here’s the most current version, 1.11.
Attack and Defend
Secure the enemy’s deployment zone while defending your own.
At the end of your player turn you gain points for each condition you meet below:
* if no enemy scoring units are in your deployment zone
* if you have a scoring unit in your enemy’s deployment zone
You only score points after your player turn, not your opponents. Regardless of how many of your scoring units you have in your own zone, or in the enemy’s, it’s still only worth the value listed below, it’s not per-scoring unit. All models in a scoring unit must be completely in a deployment zone and not falling back in order to score points.
Points vary based on what turn it is:
Turn #1: 1pt
Turn #2: 2pts
Turn #3: 3pts
Turn #4: 4pts
Turn #5: 5pts
Turn #6: 6pts
Turn #7: 7pts
IE: There are no enemy scoring units in my deployment zone at the end of my turn on turn #3 so I gain 3pts for that. I also have a scoring unit in my enemy’s deployment zone so I gain another 3pts for a total of 6pts.
Standard game length or time, whichever comes first.
Infiltrate, scout, deep strike, reserves, outflank, seize the initiative, night fight turn #1
Massacre – 2.5 times more points than your opponent
Major – 2 times more points than your opponent
Minor – 1.5 times more points than your opponent
Draw – Any other condition
Battle Point Modifiers
+1 destroying all enemy Troops
+1 if all your Troops are alive
+1 if the enemy has no units left in their deployment zone
+1 if you have a scoring unit of your own in your deployment zone
+1 if the enemy never had a scoring unit in your deployment zone