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Made in ca
Longtime Dakkanaut





Toronto

Following up on This very interesting thread and an idea conceived by Ailaros, http://www.dakkadakka.com/dakkaforum/posts/list/0/583050.page I thought I'd try hammering out some more concrete rules for an FPS or RTS inspired control-point domination mission. A common gametype in video games like Dawn of War, Company of Heroes, Battlefield, CoD, etc etc, where each team tries to control a series of objectives on the map. The main sticking point in this mission is that units can be respawned at any objective that a player controls, making for a more strategic, bloodier, "grindhammer" experience where the game becomes much more about territory control, than it does about simply killing the other guy's toys.
Check out these rules, and let me know what you guys think. I have yet to give them a spin myself (LGS is currently moving locations), but I'd love to hear some feedback if anyone wants to try them out!
After some more things are ironed out, ill put up a PDF for download/printing.

Domination 40’000

Recommended points:
Armies of 500-1000 points are recommended for this mission.

Deployment:
Hammer and Anvil
5 Primary Objectives (normal restrictions apply):
1 in the centre of the table
1 in each player’s deployment zone
1 in each player’s table half, but not in their deployment zone

Game Length:
The game ends when one player’s Victory Points have been reduced to Zero.
or
The game ends if one player controls all 5 objectives at the end of a game turn.

Victory Conditions:
The player who has Victory Points remaining at the end of the game is the victor.
Superseded by: The player who controls all 5 objectives is the victor.

Primary Objectives:
Each player starts the game with 10 Victory Points (write this down, or use a D10 to keep track). At the end of each game turn, tally how many objective points each player controls and subtract the difference from the lower player’s total Victory Points.
The objectives in each player’s deployment zone are worth 2 objective points. All other objectives are worth 1 objective point.

Capturing Objectives:
All objectives begin the game in a neutral state. When a unit controls a neutral objective at the end of any game turn, that objective is captured by the controlling player. Place a marker showing which player owns the objective. Captured objectives count as controlled objectives, even if there are no friendly units nearby.
When a unit controls an opponent’s captured objective at the end of any game turn, that objective turns neutral. If an objective is contested at the end of any game turn, it turns neutral.

Mission Special Rules:
All units in this mission have the Send in the Next Wave, Deployment Logistics, and We’ve Got it Sir! special rules.

Send in the Next Wave!
A unit with this special rule can, at the start of the player’s turn, be removed from play as casualties if the controlling player wishes, counting as destroyed.
Any unit with this special rule that is removed from play may be brought back into play at the beginning of the controlling player’s next turn. The new unit moves onto the the board from the player’s board edge. The unit arrives with as many models and exactly the same armaments as its full strength predecessor - it is treated as a new, identical unit that has just arrived from reserve.

Deployment Logistics:
Any unit that contains a model with the unit type: Bikes, Jetbikes, Artillery, Jump, Jet, Monstrous Creature, Beasts, Cavalry, or Vehicle, has a model equipped with a Heavy* or Ordnance weapon type, or attempting to deploy via Deep Strike or Outflank must wait an additional turn before being deployed via Send in the Next Wave.
*Heavy weapons with the Sniper special rule are exempt.

We’ve got it Sir!:
In this mission, all units are considered scoring and denial units, regardless of unit type.
Units that are falling back may not control or contest objectives. Zooming Flyers and Swooping Flying Monstrous Creatures may not control or contest objectives.

Area of Domination:
Any objective controlled by a player counts a friendly table edge for the purposes of Reserves and Send in the Next Wave.


Optional Rule:
Strategic Reserves:
When creating your army list, also create a separate Strategic Reserve army list, consisting of up to 250 points and up to three units from Troops, Elites, Fast Attack, or Heavy Support slots of your primary codex.
Set these units off to the side of the table. For each 3 Victory Points that you have lost, you may select a single unit and add it to the game, as if it were arriving from ongoing reserves. These units also have the Send in the Next Wave, Deployment Logistics, and We’ve got it Sir! special rules.

This message was edited 3 times. Last update was at 2014/03/11 02:29:45


   
 
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