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!