I did something similar although less complicated for 4th Edition, and have since updated it for 5th. It is still called Dawn of War, though, since that is what I called it before 5th came out
Mission: Dawn of War
A small skirmish escalates into an all-out war as armies battle for control of vital territory while defending their own bunkers.
Deployment:
Pitched Battle.
Special Rules:
Bunker. Each player must place one bunker within their deployment zone after sides have been chosen but before units are deployed. The bunker must be occupied on the first Turn, although it need not be occupied on any Turn thereafter. The bunker is AV14 and follows the same rules as on pages 78-81 of the rule book.
Hold Those Objectives! Players must control objectives to win the game. After the players have chosen sides take one objective (a figure base will do, but use something more elaborate if you have it) and place it in the centre of the table. Each player takes two more objectives each, and places them. Players alternate placing objectives, with the player who chose sides going first, and no objective can be within 12" of any other objective nor within 12" of any table edge.
A player controls an objective in any given Turn by having a model from any scoring unit within 3" of it and no enemy models contesting it.
Each objective lets the player bring their forces to the field faster. For each objective that is controlled, a player will get a +1 on all reserve rolls, to a maximum of 2+.
Victory Pile. For each Turn you control an objective, place a counter (a dice will do) in a pile – one per Turn per objective controlled. If the enemy takes control of an objective directly from you, remove one counter from your pile and put it in his pile. Note that simply losing control of the objective (ie. the objective returns to neutral control because your Troops have left or have been killed by shooting) will not result in you losing a counter – your opponent has to actually
take control of it from you for that to happen.
If you breach your enemy's bunker, add two counters to your pile.
For every Turn that models from one of your units are inside (not atop) your enemy's bunker, add one counter to your pile
per model. To qualify a model must end the Turn alive and inside the bunker (this means that Necrons who are awaiting a
WBB roll will not qualify as they are not alive at the end of the Turn).
Difficult Lines Of Supply. It is not easy getting forces to the battle. Contrary to the usual reserve rules, the unmodified roll required for a unit to arrive from reserve is:-
Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6
Reserve unit arrives on:- N/A 6+ 5+ 4+ 3+ 2+
The actual roll, of course, is modified by each objective the player holds (see above).
Targeting Beacon. If a reserve unit can deep-strike the player may deep-strike it anywhere within 6" of an objective controlled by that player. A unit deep-striking in this manner does not roll for scatter. The player may chose to deep-strike the unit normally, however, in which case the usual rules apply.
Game Length:
As normal
Objectives:
The player with the most counters in his pile at the end of the game wins. If both players have the same amount, then the winner is the one with more Kill Points.