Objectives
Place one objective marker at the centre of the table. The players then roll a D6. Whoever rolls higher places an objective marker anywhere on the table at least 12" away from the one at the centre and at least 12" away from the board edge. The second player then places a third objective marker in the same way.
Army Selection
Both players pick an army of equal value using the standard FOC
Deployment
Both players roll a D6 and whoever rolls highest selects either of the long board edges as theirs. The other player then takes the opposite board edge. The player that rolled highest can choose whether to deploy first or second. Both players must deploy their forces within 12" of their board edge.
Reserves
Any units placed in reserve are rolled for s per the rules on page 94 of the Warhammer 40,000 main rule book.
First Turn
The player that deployed first rolls a D6, on a roll of 2+ they go first. On a roll of a 1 the opposing player has stolen the initiative.
Game Length
The Game lasts 6 turns
Victory Conditions
Each player scores points at the end of a game turn if they control an Objective with a scoring unit and there are no enemy units contesting. Points are as follows:
End of Turn 1 - 1 Point per Objective
End of Turn 2 - 2 Points per Objective
End of Turn 3 - 3 Points per Objective
End of Turn 4 - 4 Points per Objective
End of Turn 5 - 5 Points per Objective
End of Turn 6 - 6 Points per Objective
At the end of the game the player with the most points is the winner.
Designer's notes: I've tried to create a mission where you really have to think about your tactics. Do you try and hunker down on one objective and rack up the points or do you go for the late big points grab? With the points increasing throughout the mission it becomes imperative to keep some of your troops alive in order to try and claim those points so it means you have to be a bit cagey.
Showing posts with label Battle Missions. Show all posts
Showing posts with label Battle Missions. Show all posts
Monday, 9 August 2010
Monday, 24 May 2010
Treasue Hunt
"Grab the cash and make a stash"
Seems like the old treasure map wasn't quite as "unique" as you'd been lead to believe. Can you get more loot than the enemy?
Objectives
Place one objective in the middle of the table. Place two further objectives 18" away from the first and 24" away from the long board edges. Finally each player places an objective in their own deployment zone.
Army Selection
Both players pick an army of equal value using the standard FOC.
Deployment
Both players roll a D6 and whoever rolls highest selects either of the long board edges as theirs. The other player then has the opposite long board edge as theirs. The player that rolled highest can choose to deploy first or second. Both players must deploy within 9" of their board edge.
Reserves
Any units placed in reserve are rolled for as per the rules on page 94 of the Warhammer 40,000 main rule book.
First Turn
The player that deployed first rolls a D6, on a roll of 2+, they go first. On a roll of a 1 the opposing player has stolen the initiative.
Game Length
This mission uses variable game length as described on page 90 of the Warhammer 40,000 main rule book.
Victory Conditions
Whoever controls the most objectives at the end of the game is the winner.
Special Rules
Take it with you - Any non-vehicle unit can claim an objective and once claimed that unit may take the objective with them when they move. However, once in possession of an objective marker the unit may not turbo boost or enter a vehicle.
Old map - When placing the objectives in the deployment zone, choose where you want them to go and then scatter them 2D6". Do not move it if you roll a Hit on the scatter dice.
Seems like the old treasure map wasn't quite as "unique" as you'd been lead to believe. Can you get more loot than the enemy?
Objectives
Place one objective in the middle of the table. Place two further objectives 18" away from the first and 24" away from the long board edges. Finally each player places an objective in their own deployment zone.
Army Selection
Both players pick an army of equal value using the standard FOC.
Deployment
Both players roll a D6 and whoever rolls highest selects either of the long board edges as theirs. The other player then has the opposite long board edge as theirs. The player that rolled highest can choose to deploy first or second. Both players must deploy within 9" of their board edge.
Reserves
Any units placed in reserve are rolled for as per the rules on page 94 of the Warhammer 40,000 main rule book.
First Turn
The player that deployed first rolls a D6, on a roll of 2+, they go first. On a roll of a 1 the opposing player has stolen the initiative.
Game Length
This mission uses variable game length as described on page 90 of the Warhammer 40,000 main rule book.
Victory Conditions
Whoever controls the most objectives at the end of the game is the winner.
Special Rules
Take it with you - Any non-vehicle unit can claim an objective and once claimed that unit may take the objective with them when they move. However, once in possession of an objective marker the unit may not turbo boost or enter a vehicle.
Old map - When placing the objectives in the deployment zone, choose where you want them to go and then scatter them 2D6". Do not move it if you roll a Hit on the scatter dice.
Saturday, 22 May 2010
The Hunted V2.0
So, after trying this mission, I've decided to make a couple of changes. These include changing the order of play, adding in the night fighting rule and changing the probability of units coming on in Turn 1. As written, the order of play was completely unfair as whoever went third in Turn 1 avoided being shot and then got two full turns. The other changes were to make sure that not too much came on in Turn 1 and what did would find it a bit harder to shoot (or be shot!) I have also added a couple of clarifications onto just how indestructible the target is.
"Let the hunt begin"
Objectives
After months of tracking your prey, you're finally ready to strike but it seems that your not the only ones after this quarry.
Army Selection
One player is the hunted and the other two players are hunters. The hunters each select a 1000 point force using the standard FOC. The hunted selects a 1500 point force using the standard FOC with the exception that they may only take one non-unique HQ.
Deployment
The hunted chooses one of the short board edges and deploys within 6 inches. They may place no units in Reserve. The hunters both roll a D6. Whoever rolls higher chooses one of the long board edges. The other hunter gets the other long board edge. Both hunters start with all of their forces in reserve but may place any infiltrators as normal.
Reserves
The hunters may start rolling for reserves from Turn 1. Units require a 5+ on a D6 to enter on Turn 1. Any unit that does not enter play in the first turn will use the normal reserve rules as described on page 94 of the Warhammer 40,000 main rule book.
First Turn
Both hunters roll a D6. Whoever rolls highest can choose whether to go first or third. The hunted always goes second. In subsequent turns all players take turns in the same order as the first turn.
Game Length
The game lasts for eight turns. Victory Conditions The hunted player wins if he get his HQ off the the short board edge opposite from their deployment zone. A hunter player wins by having the HQ captured at the end of the game. Any other result is a draw.
Special Rules
Wanted man - The aim of the game is to capture the hunted player's HQ. You can do this by removing his last would in close combat. If the HQ is down to one wound you may no longer allocate shooting wounds to him. Once captured the HQ joins the squad that captured him although he cannot shoot or fight. He must remain in squad coherency at all times. If the squad is shot at you may not allocate wounds to the enemy HQ. If the squad is wiped out by shooting the HQ escapes and is then back under the control of their owning player. if he escapes in this manner he is considered to have 1 wound again and must be re-captured in close combat. If the squad is wiped out in close combat, the squad that wiped them out take the HQ captive. If it is a squad from the hunted player's side then the HQ joins that squad and may act normally from now on (including making a consolidation move). If both squads are wiped out in combat, the HQ is considered to be free again and acts normally with 1 wound. The HQ can only be captured by infantry (including jump infantry).
Hard as nails - The hunted's HQ has the Eternal Warrior special rule. In addition, any special attacks that would cause the model to be removed from play such as Jaws of the World Wolf do not work against the HQ. The HQ and any unit that he joins also gains the Fearless special rule. If he would normally be wiped out because the exit of a vehicle he is in is blocked when the vehicle is destroyed, he somehow manages to get out and is placed normally as if the exit is not blocked. Any unit he is with would be destroyed however.
High Gravity - No unit may move more than 18" in any single player turn. Note: Consolidation moves following a successful assault do not count towards this limit.
"Let the hunt begin"
Objectives
After months of tracking your prey, you're finally ready to strike but it seems that your not the only ones after this quarry.
Army Selection
One player is the hunted and the other two players are hunters. The hunters each select a 1000 point force using the standard FOC. The hunted selects a 1500 point force using the standard FOC with the exception that they may only take one non-unique HQ.
Deployment
The hunted chooses one of the short board edges and deploys within 6 inches. They may place no units in Reserve. The hunters both roll a D6. Whoever rolls higher chooses one of the long board edges. The other hunter gets the other long board edge. Both hunters start with all of their forces in reserve but may place any infiltrators as normal.
Reserves
The hunters may start rolling for reserves from Turn 1. Units require a 5+ on a D6 to enter on Turn 1. Any unit that does not enter play in the first turn will use the normal reserve rules as described on page 94 of the Warhammer 40,000 main rule book.
First Turn
Both hunters roll a D6. Whoever rolls highest can choose whether to go first or third. The hunted always goes second. In subsequent turns all players take turns in the same order as the first turn.
Game Length
The game lasts for eight turns. Victory Conditions The hunted player wins if he get his HQ off the the short board edge opposite from their deployment zone. A hunter player wins by having the HQ captured at the end of the game. Any other result is a draw.
Special Rules
Wanted man - The aim of the game is to capture the hunted player's HQ. You can do this by removing his last would in close combat. If the HQ is down to one wound you may no longer allocate shooting wounds to him. Once captured the HQ joins the squad that captured him although he cannot shoot or fight. He must remain in squad coherency at all times. If the squad is shot at you may not allocate wounds to the enemy HQ. If the squad is wiped out by shooting the HQ escapes and is then back under the control of their owning player. if he escapes in this manner he is considered to have 1 wound again and must be re-captured in close combat. If the squad is wiped out in close combat, the squad that wiped them out take the HQ captive. If it is a squad from the hunted player's side then the HQ joins that squad and may act normally from now on (including making a consolidation move). If both squads are wiped out in combat, the HQ is considered to be free again and acts normally with 1 wound. The HQ can only be captured by infantry (including jump infantry).
Hard as nails - The hunted's HQ has the Eternal Warrior special rule. In addition, any special attacks that would cause the model to be removed from play such as Jaws of the World Wolf do not work against the HQ. The HQ and any unit that he joins also gains the Fearless special rule. If he would normally be wiped out because the exit of a vehicle he is in is blocked when the vehicle is destroyed, he somehow manages to get out and is placed normally as if the exit is not blocked. Any unit he is with would be destroyed however.
High Gravity - No unit may move more than 18" in any single player turn. Note: Consolidation moves following a successful assault do not count towards this limit.
Monday, 17 May 2010
The Hunted
"Let the hunt begin"
Objectives
After months of tracking your prey, you're finally ready to strike but it seems that your not the only ones after this quarry.
Army Selection
One player is the hunted and the other two players are hunters. The hunters each select a 1000 point force using the standard FOC. The hunted selects a 1500 point force using the standard FOC with the exception that they may only take one non-unique HQ.
Deployment
The hunted chooses one of the short board edges and deploys within 6 inches. They may place no units in Reserve. The hunters both roll a D6. Whoever rolls higher chooses one of the long board edges. The other hunter gets the other long board edge. Both hunters start with all of their forces in reserve but may place any infiltrators as normal.
Reserves
The hunters may start rolling for reserves from Turn 1. Units require a 4+ on a D6 to enter on Turn 1. Any unit that does not enter play in the first turn will use the normal reserve rules as described on page 94 of the Warhammer 40,000 main rule book.
First Turn
Both hunters roll a D6. Whoever rolls highest can choose whether to go first or third. The hunted always goes second. In subsequent turns the hunters alternate between going first and third. So, whoever goes first in the first turn would go third in turn two etc.
Game Length
The game lasts for eight turns.
Victory Conditions
The hunted player wins if he get his HQ off the the short board edge opposite from their deployment zone. A hunter player wins by having the HQ captured at the end of the game. Any other result is a draw.
Special Rules
Wanted man - The aim of the game is to capture the hunted player's HQ. You can do this by removing his last would in close combat. If the HQ is down to one wound you may no longer allocate shooting wounds to him. Once captured the HQ joins the squad that captured him although he cannot shoot or fight. He must remain in squad coherency at all times. If the squad is shot at you may not allocate wounds to the enemy HQ. If the squad is wiped out by shooting the HQ escapes and is then back under the control of their owning player. if he escapes in this manner he is considered to have 1 wound again and must be re-captured in close combat. If the squad is wiped out in close combat, the squad that wiped them out take the HQ captive. If it is a squad from the hunted player's side then the HQ joins that squad and may act normally from now on (including making a consolidation move). If both squads are wiped out in combat, the HQ is considered to be free again and acts normally with 1 wound. The HQ can only be captured by infantry (including jump infantry).
Hard as nails - The hunted's HQ has the Eternal Warrior special rule. In addition, any spedial attacks that would cause the model to be removed from play such as Jaws of the World Wolf do not work against the HQ.
High Gravity - No unit may move more than 18" in any single player turn. Note: Consolidation moves following a successful assault do not count towards this limit.
Objectives
After months of tracking your prey, you're finally ready to strike but it seems that your not the only ones after this quarry.
Army Selection
One player is the hunted and the other two players are hunters. The hunters each select a 1000 point force using the standard FOC. The hunted selects a 1500 point force using the standard FOC with the exception that they may only take one non-unique HQ.
Deployment
The hunted chooses one of the short board edges and deploys within 6 inches. They may place no units in Reserve. The hunters both roll a D6. Whoever rolls higher chooses one of the long board edges. The other hunter gets the other long board edge. Both hunters start with all of their forces in reserve but may place any infiltrators as normal.
Reserves
The hunters may start rolling for reserves from Turn 1. Units require a 4+ on a D6 to enter on Turn 1. Any unit that does not enter play in the first turn will use the normal reserve rules as described on page 94 of the Warhammer 40,000 main rule book.
First Turn
Both hunters roll a D6. Whoever rolls highest can choose whether to go first or third. The hunted always goes second. In subsequent turns the hunters alternate between going first and third. So, whoever goes first in the first turn would go third in turn two etc.
Game Length
The game lasts for eight turns.
Victory Conditions
The hunted player wins if he get his HQ off the the short board edge opposite from their deployment zone. A hunter player wins by having the HQ captured at the end of the game. Any other result is a draw.
Special Rules
Wanted man - The aim of the game is to capture the hunted player's HQ. You can do this by removing his last would in close combat. If the HQ is down to one wound you may no longer allocate shooting wounds to him. Once captured the HQ joins the squad that captured him although he cannot shoot or fight. He must remain in squad coherency at all times. If the squad is shot at you may not allocate wounds to the enemy HQ. If the squad is wiped out by shooting the HQ escapes and is then back under the control of their owning player. if he escapes in this manner he is considered to have 1 wound again and must be re-captured in close combat. If the squad is wiped out in close combat, the squad that wiped them out take the HQ captive. If it is a squad from the hunted player's side then the HQ joins that squad and may act normally from now on (including making a consolidation move). If both squads are wiped out in combat, the HQ is considered to be free again and acts normally with 1 wound. The HQ can only be captured by infantry (including jump infantry).
Hard as nails - The hunted's HQ has the Eternal Warrior special rule. In addition, any spedial attacks that would cause the model to be removed from play such as Jaws of the World Wolf do not work against the HQ.
High Gravity - No unit may move more than 18" in any single player turn. Note: Consolidation moves following a successful assault do not count towards this limit.
Tuesday, 4 May 2010
M*A*S*H*
Objectives
You must try and rescue your injured troops and damaged vehicles so that they can be patched up and returned to the fight.
Army Selection
Both players select an army of equal points value using the standard FOC.
Deployment
Both players roll a D6 and whoever rolls highest selects either of the long board edges as theirs. The other player then has the opposite long board edge as theirs. The player that rolled highest can choose to deploy first or second. Both players must deploy within 12" of their board edge.
Reserves
Any units placed in reserve are rolled for as per the rules on page 94 of the Warhammer 40,000 main rule book.
First Turn
The player that deployed first rolls a D6, on a roll of 2+, they go first. On a roll of a 1 the opposing player has stolen the initiative.
Game Length
This mission uses variable game length as described on page 90 of the Warhammer 40,000 main rule book.
Victory Conditions
At the end of the game you control an objective if there is at least one of your scoring units, and no enemy unit within 3" of it. Always measure this distance from the centre of the objective. The player who controls the most objectives wins
Special Rules
Medic! - The games starts with no objectives on the board. Instead, place an objective down at the places where the first five units are wiped out in the game. A vehicle would become an objective following a Wrecked or Destroyed result.
Early morning fog - The first turn uses the night fighting rules
You must try and rescue your injured troops and damaged vehicles so that they can be patched up and returned to the fight.
Army Selection
Both players select an army of equal points value using the standard FOC.
Deployment
Both players roll a D6 and whoever rolls highest selects either of the long board edges as theirs. The other player then has the opposite long board edge as theirs. The player that rolled highest can choose to deploy first or second. Both players must deploy within 12" of their board edge.
Reserves
Any units placed in reserve are rolled for as per the rules on page 94 of the Warhammer 40,000 main rule book.
First Turn
The player that deployed first rolls a D6, on a roll of 2+, they go first. On a roll of a 1 the opposing player has stolen the initiative.
Game Length
This mission uses variable game length as described on page 90 of the Warhammer 40,000 main rule book.
Victory Conditions
At the end of the game you control an objective if there is at least one of your scoring units, and no enemy unit within 3" of it. Always measure this distance from the centre of the objective. The player who controls the most objectives wins
Special Rules
Medic! - The games starts with no objectives on the board. Instead, place an objective down at the places where the first five units are wiped out in the game. A vehicle would become an objective following a Wrecked or Destroyed result.
Early morning fog - The first turn uses the night fighting rules
Monday, 19 April 2010
Sabotage
"I can't stand it, I know you planned it"
The enemy are up to something and it's up to you to stop it.
Objectives
Place one objective marker at the centre of the table.
Army Selection
One player is designated the attacker and one the defender. Both select an army of equal value using the standard FOC.
Deployment
Both players roll a D6 and whoever rolls higher selects either of the short board edges as theirs. The defending player deploys first and must deploy all of his HQ and Troop units within 12" of the objective marker. All other units are placed into reserve. The attacking player deploys 1 HQ and 2 Troop units within 6" of their board edge (NB for this mission a Troop selection and any dedicated transport they may have count as one choice). All other units are placed into reserve.
Reserves
All units in reserve are rolled for as per the rules on page 94 of the Warhammer 40,000 main rule book. The attacking players reserves enter on via their board edge. For each defending unit entering by reserve roll a D6, on a 1-2 that unit enters play via the long board edge to the player's right, on a 3-4, they enter play via the long board edge to the player's left, on a 5 they enter play via the player's short board edge and on a 6 they may enter play via any of these three edges.
First Turn
The attacking player rolls a D6. On a roll of 2+ the attacking player goes first. On a roll of a 1 the defending player has heard the attempted sabotage and steals the initiative.
Game Length
This mission uses variable game length as described on page 90 of the Warhammer 40,000 main rule book.
Victory Conditions
At the end of the game you control the objective if there is at least one of your scoring units, and no enemy unit within 3" of it. Always measure this distance from the centre of the objective.
Designer's note: this is meant to be a very narrative mission and the idea is that something very important is happening at the objective. Maybe it is an attempted daemon summoning and if they manage to control the objective for 3 full turns they manage to bring on a daemon as a reinforcement. Or maybe it is the control pad for a missile relay and for every turn someone controls the enemy they get to fire an orbital barrage at the battlefield. Or it could be an injured high ranking officer that they are attempting some triage on. It's entirely up to you.
The enemy are up to something and it's up to you to stop it.
Objectives
Place one objective marker at the centre of the table.
Army Selection
One player is designated the attacker and one the defender. Both select an army of equal value using the standard FOC.
Deployment
Both players roll a D6 and whoever rolls higher selects either of the short board edges as theirs. The defending player deploys first and must deploy all of his HQ and Troop units within 12" of the objective marker. All other units are placed into reserve. The attacking player deploys 1 HQ and 2 Troop units within 6" of their board edge (NB for this mission a Troop selection and any dedicated transport they may have count as one choice). All other units are placed into reserve.
Reserves
All units in reserve are rolled for as per the rules on page 94 of the Warhammer 40,000 main rule book. The attacking players reserves enter on via their board edge. For each defending unit entering by reserve roll a D6, on a 1-2 that unit enters play via the long board edge to the player's right, on a 3-4, they enter play via the long board edge to the player's left, on a 5 they enter play via the player's short board edge and on a 6 they may enter play via any of these three edges.
First Turn
The attacking player rolls a D6. On a roll of 2+ the attacking player goes first. On a roll of a 1 the defending player has heard the attempted sabotage and steals the initiative.
Game Length
This mission uses variable game length as described on page 90 of the Warhammer 40,000 main rule book.
Victory Conditions
At the end of the game you control the objective if there is at least one of your scoring units, and no enemy unit within 3" of it. Always measure this distance from the centre of the objective.
Designer's note: this is meant to be a very narrative mission and the idea is that something very important is happening at the objective. Maybe it is an attempted daemon summoning and if they manage to control the objective for 3 full turns they manage to bring on a daemon as a reinforcement. Or maybe it is the control pad for a missile relay and for every turn someone controls the enemy they get to fire an orbital barrage at the battlefield. Or it could be an injured high ranking officer that they are attempting some triage on. It's entirely up to you.
Saturday, 10 April 2010
Beachhead
This is inspired by a mission our friend Graham invented with a couple of minor changes.
Objectives
You've made planetfall but you now need to establish a beachhead so that other troops can be brought to bear against the enemy.
Army Selection
One player is designated the attacker and one the defender. Both select an army of equal points value using the standard FOC.
Deployment
Both players roll a D6 and whoever rolls higher selects either of the short board edges as theirs. The defending player deploys first and may place units anywhere within their half of the table. They may place units into reserve as normal.
The attacking player deploys their units within 12" of their board edge and may also place any units into reserve.
Reserves
Any units placed in reserve are rolled for as per the rules on page 94 of the Warhammer 40,000 main rule book.
First Turn
The attacking player rolls a D6. On a roll of 2+ the attacking player goes first. On a roll of 1, the defending player has stolen the initiative.
Game Length
The game lasts five turns.
Victory Conditions
The attacking player gets 2 points for each infantry squad (including jump infantry) that ends the game in the defending player's half of the table and is above half strength. They get 1 point for any squad that is below half starting strength and in the defending player's half.
The defending player gets 1 point for each enemy infantry squad that finishes the game outside of their half of the table. They also get 1 point for each infantry squad reduced to less than half of its starting strength. (NB this means that the defending player gets 2 points is a squad is completely wiped out. Attacking units that fall back off the table are considered to be wiped out)
In addition both sides get 2 points for each enemy HQ they kill as they attempt to destabilise their enemy by killing their leader.
Special Rules
Atmospheric interference - Due to the overhead conditions, attacking units that wish to enter play by deep strike may only deep strike into their deployment zone. However it is fine if they scatter into no-mans land. Units that use tunnels to deep strike such as the Trygon are unaffected by this rule.
Objectives
You've made planetfall but you now need to establish a beachhead so that other troops can be brought to bear against the enemy.
Army Selection
One player is designated the attacker and one the defender. Both select an army of equal points value using the standard FOC.
Deployment
Both players roll a D6 and whoever rolls higher selects either of the short board edges as theirs. The defending player deploys first and may place units anywhere within their half of the table. They may place units into reserve as normal.
The attacking player deploys their units within 12" of their board edge and may also place any units into reserve.
Reserves
Any units placed in reserve are rolled for as per the rules on page 94 of the Warhammer 40,000 main rule book.
First Turn
The attacking player rolls a D6. On a roll of 2+ the attacking player goes first. On a roll of 1, the defending player has stolen the initiative.
Game Length
The game lasts five turns.
Victory Conditions
The attacking player gets 2 points for each infantry squad (including jump infantry) that ends the game in the defending player's half of the table and is above half strength. They get 1 point for any squad that is below half starting strength and in the defending player's half.
The defending player gets 1 point for each enemy infantry squad that finishes the game outside of their half of the table. They also get 1 point for each infantry squad reduced to less than half of its starting strength. (NB this means that the defending player gets 2 points is a squad is completely wiped out. Attacking units that fall back off the table are considered to be wiped out)
In addition both sides get 2 points for each enemy HQ they kill as they attempt to destabilise their enemy by killing their leader.
Special Rules
Atmospheric interference - Due to the overhead conditions, attacking units that wish to enter play by deep strike may only deep strike into their deployment zone. However it is fine if they scatter into no-mans land. Units that use tunnels to deep strike such as the Trygon are unaffected by this rule.
Saturday, 3 April 2010
Last Stand
After trying out one of the new missions from the Battle Missions book last week, I was inspired to write one of my own. This is based on an old WFB battle report that was in White Dwarf 268...
Objectives
The planet has been overrun and the ememy have harried you from your last bastion to this throne-foresaken place. You are doomed, it is only a matter of time before you are wiped out completely. Your only hope is that you can take out as many of the enemy as you can before you are destroyed.
Army Selection
The defending force selects a 1000 point army using the standard FOC. The attacking force selects a 2000 point army also using the standard FOC.
Deployment
The defending player sets up his army within 6" of the centre line of the table (the centre line being defined as a line equidistant from the two short board edges). The defending player may not put any units into reserve.
The attacking player splits his force into two parts. One part is placed within 6" of one of the short board edges. The second part may either be placed within 6" of the other short board egde or may be placed in reserve.
Reserves
Any units placed in reserve are rolled for as per the rules on page 94 of the Warhammer 40,000 main rule book.
First Turn
The defending player rolls a D6. On a roll of 2+, the defending player goes first. On a roll of a 1 the attacking player has stolen the initiative.
Game Length
The game lasts until the defending player is wiped out.
Victory Conditions
This game uses victory points as described on page 300 of the Warhammer 40,000 main rule book.
If the attacking player wins by at least 200 VPs, they win the game. If the defending player wins by at least 100 VPs, they win the game. Any other result is a draw.
Special Rules
Nowhere to run to - All defending units have the fearless special rule.
Surrounded - Attacking units that enter from reserve may enter play from either short board edge. They may not enter play from the long board edge even if they have a special rule that would normally allow it (eg Space Wolf Scouts' Behind Enemy Lines rule).
Objectives
The planet has been overrun and the ememy have harried you from your last bastion to this throne-foresaken place. You are doomed, it is only a matter of time before you are wiped out completely. Your only hope is that you can take out as many of the enemy as you can before you are destroyed.
Army Selection
The defending force selects a 1000 point army using the standard FOC. The attacking force selects a 2000 point army also using the standard FOC.
Deployment
The defending player sets up his army within 6" of the centre line of the table (the centre line being defined as a line equidistant from the two short board edges). The defending player may not put any units into reserve.
The attacking player splits his force into two parts. One part is placed within 6" of one of the short board edges. The second part may either be placed within 6" of the other short board egde or may be placed in reserve.
Reserves
Any units placed in reserve are rolled for as per the rules on page 94 of the Warhammer 40,000 main rule book.
First Turn
The defending player rolls a D6. On a roll of 2+, the defending player goes first. On a roll of a 1 the attacking player has stolen the initiative.
Game Length
The game lasts until the defending player is wiped out.
Victory Conditions
This game uses victory points as described on page 300 of the Warhammer 40,000 main rule book.
If the attacking player wins by at least 200 VPs, they win the game. If the defending player wins by at least 100 VPs, they win the game. Any other result is a draw.
Special Rules
Nowhere to run to - All defending units have the fearless special rule.
Surrounded - Attacking units that enter from reserve may enter play from either short board edge. They may not enter play from the long board edge even if they have a special rule that would normally allow it (eg Space Wolf Scouts' Behind Enemy Lines rule).
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