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The main issue I see with this is game length. In most relic missions I've played, one of 2 things happen: 1) The relic is claimed turn 1 and the said unit is annhiliated, turning the center into the western front 2.0 or 2) we both creep carefully towards the relic for an end-of game grab. I don't think that a 6-turn game, with 6" average movement on a 4'x6' table is enough time to create the action you're looking for. Furthermore, in order to get the relic away from a unit you either have to break them or wipe them out to a man. With only a limited number of units you're going to end up with alot of objectives basically stationary or held by bits and pieces of units running away from each, since once you have grabbed a relic the rest of your army is more or less there as well meaning that I cannot go and grab it.
I think it's a fun sounding idea, but difficult to implement in 40K. The main suggestion I would have is to use a smaller table, and enough LOS blocking terrain to create maneuvering lanes. You could also put some sort of combat patrol or kill-team-esque unit restrictions in place if you wanted to.
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