Switch Theme:

Trench Warfare: Scenario  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Hurr! Ogryn Bone 'Ead!






Western Australia

Overview
This is meant to be a simulation of the bloody and brutal trench warfare that sprawls throughout the 41st millenium. Only one objective is certain, survive. As artillery smash the muddied landscape and fills the sky with smoke as the defenders hastily wake from their dreams to the nightmare of reality as they clutch their guns in their grimy hands, praying to their Gods for another day to live. Attackers arrive in waves, ripping into the defenders s their forced forwards into the firing line of the defenders, ready to fight until the end.

Armies/Organization Chart
Can be played with any army.
Choose a defender and an attacker.
Attacker gains +1 Heavy Support slot for both their main army and the secondary armies.
Only the defender may take terrain.

The Battlefield
Can be played on any battlefield. only the defender can set up all of the terrain upon the battlefield.

Deployment
Defender deploys first and automatically takes the first turn, though the attacker can attempt to seize the initiative.
The attacker uses the shooting turn during this phase (see special rules)
Defender deploys within 12" of the board edge and deploys three objectives within his lines.
The attacker deploys within 6" of the other board edge.

Turn Order
Defender takes the first turn, but the attacker can try and sieze the initiative.

Victory Conditions
Primary Objectives:
The attacker gains a Victory Point for every Troop, Heavy Support, Fast Attack or Elite unit within the Defender's deployment zone and 3VP for a HQ within the deployment zone.
The Defender gains a Victory Point for every unit killed and 2VP for a HQ. Additionally, if there is no enemies within the deployment zone, the Defender gains 5VP.
Each objective is worth 3VP.

Secondary Objectives:
Slay the Warlord, First Blood

Game Length
The game uses the Variable Game Length

Special Rules
Reserves
Every man counts: Troops, Elites, HQ and Fast Attack are all scoring units.
The Skies of Fire: After the Deployment phase and infiltrating and scouting, but before taking the first turn, the Attacker takes an extra shooting phase.
Trenchlines: All units within the Defenders deployment zone



What do you dakkanauts think? Is there anything else that could be improved?
Cheers!

"Tell the Colonel... We've been thrown to the Wolves." -Templeton.
1W OL 1D

I love writing fiction based upon my experiences of playing; check 'em out!
http://www.wattpad.com/user/baxter123  
   
Made in kr
Legendary Master of the Chapter






Though its not really what i think when i think trench warfare (two lines completly entrenched with very minimal advancment)

I think yours feels more like the meat grinder where a unit has to basicly do a suicide run up a fortified location.

Id say more along the lines of:
Armies/Organization Chart: Stock is fine
The Battlefield : DoW or HaA
Deployment : Defender deploys first up to the half way point. attacker must all start in reserives
Turn Order : Attacker always starts first
Victory Conditions needs work but
Primary Objectives: attackers get a vp for each unit in the defenders side of the table.
The Defender: gets Vps for each destroyed unit
Secondary Objectives:
Slay the Warlord, no FB (hate that gak), (attacker only: VP for each fortification / building destroied, or claimed at the end of the game (strong hold assault))
Game Length
The game uses the Variable Game Length
Special Rules: attacker must start completly in reserives but may roll for them T1 on a 2+ then normaly affter, or just automaticly throughout the game. they can chose to start with night fighting.
Defending units when starting the game gets a +1 to cover save and intercepter so long as they havnt moved.

Maybe for fun, attackers units that are removed as casulties get sent back into reserives (but still count towards Kill points) and defender gets d3 orbital bombardments or d6 earthsaker rounds (master of ordince) per turn.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in au
Hurr! Ogryn Bone 'Ead!






Western Australia

Just a sidepoint: The Special rule for the attacker to make a full shooting phase before the first turn is to simulate that the attackers are pounding the defenders with ordnance and artillery shells before attacking the defending position.

But I see what you mean, it would be better to have the attackers in reserves, although it should be that the reserves shouldn't appear behind enemy lines.
No nightfighting, nightfighting sucks.
No, maybe a 4+ cover save, but not a 1+ cover save.
Yeah maybe no FB,

"Tell the Colonel... We've been thrown to the Wolves." -Templeton.
1W OL 1D

I love writing fiction based upon my experiences of playing; check 'em out!
http://www.wattpad.com/user/baxter123  
   
Made in kr
Legendary Master of the Chapter






Oh I meant a +1 to cover save like giving everyone camo netting.

I like the idea of night fighting because some armies depend on it. and fluff wise. i think an attacking army would be able to decide when to strike compared to one that just has to sit there and defend. but its meh as nf got nerfed anyway.

Well reserves come on in your own table edge so besides from outflanking shouldn't be much an issue.

but messing with infiltrate > reserve deployment should be messed with since some armies do depend on deepstriking to knock out defended positions and stuff like crisis suits and drop pods. and otherwise i dont think it really effects the game play.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in au
Hurr! Ogryn Bone 'Ead!






Western Australia

yeah, good point about the nf never really thought about it that way. Oh okay yeah giving all defenders that haven't moved +1 cover saves is a pretty good suggestion.

"Tell the Colonel... We've been thrown to the Wolves." -Templeton.
1W OL 1D

I love writing fiction based upon my experiences of playing; check 'em out!
http://www.wattpad.com/user/baxter123  
   
 
Forum Index » 40K Proposed Rules
Go to: