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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

This would be in addition to the Anhilation, capture and control, and seize ground mission types.


Both players roll a D6, the winner choses whether to deploy first and go first or he may opt to go second.

Deployment zone: the Player with first turn chooses a long board edge. his opponent sets up opposite. Both players must set up 12" of trenches in their deployment zones. This is their command trench.

Objectives: the player with the most models with the Infantry, Jump infantry, or independent charector unit types in his opponents command trench wins the game. in case of a tie use kill points to break it.

Terrain: there are 7 types of terrain that are used in this mission. Trenches, Minefields, Razorwire, Craters, tanktraps, bunkers and tunnels.

there will be D6+1 12" trenches, D3+1 6" Minefields, D3+1 6" Razorwire, D6 craters, and D3 6" sets of tank traps

Players must agree before hand on how to set up the terrain.

Trenches: Trenches are typically chest height furrows in the ground designed to provide protection where there is either no available cover or the cover that was there has been blasted away. Units in trenches gain a 4+ cover save and count as being in area terrain. Models wishing to assault units in trenches must roll as if in difficult terrain.

Minefields: most races in 40k utilize some sort of buried explosives to deny an area to the enemy. Models wishing to move through minefields must choose how they wish to proceed. Models may choose to either, Move normally, but recieve D6 Str4 Hits OR reduce their movement to D3 to avoid the mines and take no hits. Before moving through a minefield choose which method of movement they will use. Vehicles move as normally, but must roll a D6 when moving through the mine field, on a roll of 1 the vehicle takes a Str5 hit on its rear armor.

Razorwire: An area where strands of barbed/monofiliment wire has been strung across to obstruct movement. razorwire counts as dangerous terrain to any models with the unit types of Infantry, Jump/jet infantry, IC, MC, Cavelry/beast. Vehicles are unaffected, but can smash aside the wires opening up gaps. if a vehicle crosses the Razorwire remove a length of it to represent this.

Craters: areas where heavy ordinance weapons have scarred the earth. Craters count as difficult terrain and provide a 5+ cover save.

Tank Traps: either large rockcrete blocks or welded tripods of iron, they both impede vehicles. these count as impassable terrain to vehicles and difficult terrain to infantry, skimmers however can fly right over them.

D3+1 Bunkers: AV14 buildings with 4-8 fire points that 2 models may fire from. Each Bunker has a capacity of 10 models, monsterous creatures count as 5 models for the purpose of room, more then one unit may be in the same bunker at once.
Each bunker has one of the following weapons chosen at random that any model inside may fire instead of his normal weapon, roll a D6 for each bunker to determine which weapon is in the bunker. Weapons may be xeno in origin, but all function the same way and have identical effects to their impierial counter parts.

1-3 Stubber: Range 24" Str3 AP6, heavy6
4-5 Morter: Range 36" Str4 AP5, Heavy2 Blast
6 Beam Cannon: Range 48" Str8 AP2, Heavy1


D3+1 Tunnel entrance: each tunnel connects to every other tunnel within 12", models may enter a tunnel and move to any other tunnel entrance within 12" of the entry tunnel. models moving in this way utilise 3" of movement per tunnel. only models with the unit type of infantry or independent charactors may use tunnels. models with jump or jet packs may not enter tunnels.

This message was edited 1 time. Last update was at 2010/04/23 23:15:34


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in fr
Wicked Warp Spider




A cave, deep in the Misty Mountains

I have a feeling this battle would use a lot of jump infantry.

Craftworld Eleuven 4500

LoneLictor on thread about an ork choking the Emperor:
 LoneLictor wrote:
I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.

Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space.
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

it makes assault marines usefull.

I love assault marines, i wish normal marines could take em as troops and i am not y enough to play BAs

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Infiltrating Hawwa'





Australia

Simply put, I like it.

DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in us
Drop Trooper with Demo Charge




Pennsylvannia

Pretty nice. What would you propose we do about bunkers and tunnels? In most cases dugouts and bunkers were fundementals of trench complexes.

Good to be back!

2500pts of Imperial's ready to fight

750-1000pts of Nids WIP 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

heres this for bunkers and tunnels.


D3+1 Bunkers: AV14 buildings with 4-8 fire points that 2 models may fire from.
Each bunker has one of the following weapons chosen at random that a model inside may fire instead of his normal weapon, roll a D6 for each bunker to determine which weapon is in the bunker. Weapons may be xeno in origin, but all function the same way and have identical effects to their impierial counter parts.

1-3 Stubber: Range 24" Str3 AP6, heavy6
4-5 Morter: Range 36" Str4 AP5, Heavy2 Blast
6 Beam Cannon: Range 48" Str8 AP2, Heavy1


D3+1 Tunnel entrance: each tunnel connects to every other tunnel within 12", models may enter a tunnel and move to any other tunnel entrance within 12" of the entry tunnel. models moving in this way utilise 3" of movement per tunnel. only models with the unit type of infantry or independent charactors may use tunnels. models with jump or jet packs may not enter tunnels.


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Longtime Dakkanaut




Burbank CA

Sounds like I may have to try this...

W/L/D 2011 record:

2000+ Deathwing: 1/0/0
Kabal of the Poisoned Tongue (WIP)

Long Long Ago, there were a man who tried to make his skills ultimate. Because of his bloody life, its no accident that he was involved in the troubles. 
   
 
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