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Could use some advice on 40K small battle campaign rules.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Stealthy Warhound Titan Princeps







So I haven't been playing that much recently, (well, basically at all for the past two years), but I'm trying to get my 40K mojo back by organizing a one day 40K campaign.

The basic rules are here: https://sites.google.com/site/40kpentegrad/home

The part I'd like some advice on is the list building. Its is geared around lots of 500-600 point games and I'd like some opinions on how the lists should be done. The list rules are here: https://sites.google.com/site/40kpentegrad/playing-the-battles/army-lists

One of my main questions is should psykers be banned at 500 points? Would that make some armies (GK, etc.) unplayable?

Thanks in advance for any advice!


Automatically Appended Next Post:
Here's the list rules without clicking…

Army Lists.
Each player will have a maximum of six army lists - 5 standard ones and one Breakthrough list. Each list should be given a number. The standard lists should be different from each other so that you are prepared for a variety of situations. Certain locations restrict what units can be used, so ideally you will want at least one of your lists to be without vehicles, one without skimmers, one without monstrous creatures, etc.

Standard Army Lists.

Players may use a number of Standard Army Lists during the campaign, and may change their list each battle. All losses are replaced automatically unless a unit is “Cut off”, in which case the battle is fought with the forces that survived the previous battle at that location, if any.

Standard detachments can be chosen from any single book (forgeworld, etc. allowed), but no allies, formations, etc.

500 Points.
1-3 Troops (must include at least 150 points of troops)
0-1 HQ (max 100 points).
0-2 (total) Elite, FA, HS (so for example you could take 1 Elite and 1 FA, or 2 Elite but not 2 Elite AND 2 FA).
No unit may cost more than 150 points plus cost of transport, unless that unit can combat squad in which case it may cost up to 200 points plus transport and must combat squad if it is over 150 points. No Fliers, no flying Monstrous Creatures, no 2+ saves on models with T6 or higher. Summoning psychic power may not be used.


Breakthrough Lists.

Breakthrough lists are made with 600 points. They are “unbound”, and “unrestricted” - you can bring anything you can fit in a 600 point list from any book or legal combination of books, including models not allowed in the standard lists, no matter how crazy.

Losses from Breakthrough lists cannot be replaced. Therefore, in most cases you will want to use them only once. However, if they come through the battle reasonably intact, you may choose to keep using them. Units that fall back off the table will rejoin the Breakthrough force later, however all other vehicle damage, wounds, etc. carry over to the next game.

Breakthrough Doctrines.

A Breakthrough list may choose ONE of the following doctrines

Armored Fist
The armored strike force is there to crush the enemy under its tracks, not engage in long range shelling. Range of all vehicle (but not Walker) weapons in this detachment is halved (though not minimum distances), however the vehicles in this strike force may fire overwatch and hit on a 5+ when doing so. When firing at 12” or less with non template ranged weapons vehicles (not walkers) may reroll misses.

Anti Air Detachment
All weapons in this force of strength 5 or higher can choose to use “skyfire” if the unit did not move. As per normal rules blasts and templates cannot be used, nor may psychic powers be used.

Insertion Force
All models in this force must be able to deepstrike, be flying or carried by a flier/flying monstrous creature, or be able to infiltrate. This force may strike at any location on the campaign map, successfully launching the attack on a 3+

Warriors of Purity.
The enemy generates only half the normal number or psychic power dice (round up) when fighting this force.

Pathfinders.
This force automatically passes the roll to launch an attack.

This message was edited 1 time. Last update was at 2015/06/22 17:57:39


 
   
Made in nz
Disguised Speculo





The breakthrough armies and the "you should have an army with no monsters, no vehicles (etc etc)" seem like bad ideas to me.

The former means that you are going to have games that are one sided stomps. Sustained casualties or not, the breakthrough army has more points, free gak (including automatic first turn if they want - if nothing else remove this one), and zero restrictions at all - it will *crush* any standard army you throw at it. Are such games really worth playing? What do they add to the campaign that a handshake and a "your breakthrough army auto-crushes my standard one, now lets play a normal game" couldn't achieve better?

With the latter issue, that of random army restrictions, what does this particular element add to your event aside from a bunch of bookkeeping and extra rules to follow?

In fact, from what you've said here, I see no reason to have pre-set armies at all. Why not, if you want a game with some restrictions, just say "the next battle is underground, so no vehicles, flyers, barrage weapons etc" and then bring an appropriate list?

   
 
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