gretar wrote: Some hard to read rules.
I shall apply my Editing magic to make this a pretty new butterfly.(or at least try. I have a bit of trouble getting information out of this. The following represents my best efforts.)
*ahem*
This is a rough sketch of a scenario my mates and I have made. (There's tons of exceptions and "make your own" choices for now, just to be clear.
I'll italicize comments on rules or side ideas, and separate rules in a logical fashion.
This scenario is for a standard shaped table (meaning possessing a long side and a short side) and up to 3 players. One player is the defender.
First of all, you're going to want a large building, ruin, or system of trenches (herein referred to as "The Bastion"), basically any sort of defensible position you can make with your terrain.
(I'll recap necessary components at the end.)
The first thing to do, is decide who is attacking and who is defending. Then, the defending player sets up their Bastion as they see fit, with the terrain pieces within 20" or so of each other.
The defender's Force Organization Chart is modified to a minimum of:
3-4 infantry units
0-1 units of Beasts/Cavalry/Bikes. Should he choose none of these, he may get an additional 2 infantry choices
1-2 squads of Jump Infantry
0-1 Artillery (or other Indirect Fire Choice)
an additional 1-2 Bike/Jetbike choices.
Up to 2 vehicles
The Attacker has the same list, except +1 bike unit, +1 Vehicle and +1 artillery
The original intent of the game was without point costs. If you want to play a large game, feel free to include points so that you and your friends are relatively balanced. Remember that the list presented is MINIMUM.
The game begins with the Attacker placing his models on the farthest short end of the table from the Bastion, and charging. He may elect to place some of his units in Drop Pods, to facilitate his advance. The Attacker's goal is to eliminate the defender. Play as normal.
Should the defender survive the first wave, he may now patrol the area, using his surviving Bikes, Jetbikes, Cavalry, and Vehicles. While he is patrolling, he encounters native resistance, as represented by the third player's army. (it is preferable for this list to be separate from the attackers and the defenders, but not necessary) The Native Forces are without number, but are eliminated at the end of the patrol.
The typical length of the "patrol stage" should be 12 rounds.
Native Forces are not forced to come on at any point, but it is recommended they stay 12" away from the short table ends, so long as this does not bring them into the Last Stand terrain.
Patrolling allows the inclusion of a third player into the game, and provides another strategic level, with the acquisition of Supplies. Use any reasonable form of marker to signify supply locations. The defender is attempting to acquire these supplies, while the native forces are attempting to safeguard them (whether by defending them or eliminating the potential thieves.) The Native Forces player distributes the supply markers. IF at the end of the Patrol Stage, the defender has acquired no supplies, he loses. Should he acquire ALL the Supply markers, return half of them (or produce an equivalent number of additional markers) and distribute these.
Models may hold a varying number of supplies, based on their type:
Monstrous Creatures and Vehicles can hold up to 3 supply markers
Jet/Bikes can hold up to 2, and beasts/cavalry hold between 1 or 2, dependent on their size (discuss with the other players before the game)
Any non-vehicle or
MC model forced to take a difficult terrain test while carrying supplies must roll a
d6. On a 4+, the supplies fall from the model, and are destroyed. Any
Any defending units left outside when the patrol ends may either try and return to the Bastion during the attacker's next wave, or wait until the patrol. If they wait, they may not take part in defending the main base during the wave.
TO re-cap desired equipment:
-three players
-sufficient troops & proper codices for all three
-Ruins, trenches, hills, etc for the Bastion
-other terrain
-a table
-dice
-supply "markers"
-FUN!
*coughs*
Well. That was...fun. Comments to follow.
Automatically Appended Next Post: My first comments:
A) What's a round? (in reference to patrolling being 12 rounds) If it's a turn...wow. 12 turns? with twelve turns I could move a squad of bikes 144". If your table is the standard 6' long, that's down it and back.
B) is there a way for the defender to win? As written, he just keeps going until the attacker kills him or he doesn't have the men to get supplies.
C) what's the point of the supplies? right now, they're just "send your men out to get hurt". Can you rebuild units with them? do they have an actual goal?