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Rules for Local Groups Hive City battle (review, input, suggestions welcome)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut




Central California

The title says it all. Group getting together for some hive city battles (specifically a 2500 vs 2500 2v2 game). Here are the tentative rules. The picture below shows the battlefield. Click to enlarge as usual.

Hive City board terrain/special rules (see the picture below for reference)
Suggested VP: (We will place four objective markers, taking turns. They must be 12” from the long board edges, and 9” from any other table edge or objective. Don’t be a WAAC and place it in some niche in a corner of your deployment zone. We all play for a close, fun game…)
Eldar: The Eldar goal is to find and return lost artifacts to their people. Of course, crippling the foolish Imperium is always a bonus.
• Slay the Warlord: Gain 1 VP for each enemy warlord slain.
• Objectives: The Eldar must search objectives for artifacts. The length they search determines their VP’s. At the end of any turn, the Eldar player may declare they are taking the artifact and gain their VP’s. They can only do this with each Objective marker ONCE in the game. The VP’s they earn equal the number of battle rounds (both players turns) they have held that objective consecutively. Holding an objective is determined at the end of each battle round. (So, an objective held for two consecutive battle rounds is worth 2 VP’s.)
• Survive: The Eldar are a dying race. They must avoid casualties. At the end of the game (5th turn) they gain a VP for each unit on the board above half strength (round up for this purpose, so a 5 man unit must have 3 left)
Imperium: Your goal is to destroy the xeno scum who have invaded, and regain control of this section of the city.
• Irradicate: Gain a VP for each Eldar unit destroyed.
• Control: You gain a VP at the end of each battleround (both player’s turns) for each objective marker you control.
• Linebreaker: At the end of the game, you gain a VP for each of your units in the Eldar deployment zone.
Terrain special rules
• Teleportiums: I have four teleporter pads that can be placed on the table. I currently have them set in certain spots. This places one in each long edge/deployment zone, and two middle tableish (the tall tower, the center of the warrens on one end of the board, the church entrance corner, on top of the Sewer). There are two suggested ways to use the teleportiums (we can take a vote and use either):
o They are numbered 1-4. A unit moves onto the teleportium (within 3” like vehicle rules) and rolls a d6. On a 1-4 they appear at that teleportium and deploy within 3” of it. On a 5-6 the player chooses which to land at. In either case they continue their turn as normal.
o The teleportiums work like transport vehicles. A unit my embark OR debark into them if ending its move within 3”. A unit cannot do both in one turn. Thus you enter on one turn and leave the next. Using this message results in a turn delay, so the random element is removed.
• Elevators: The Sewer has two elevators, one on each side. They will work like a transport vehicle. A unit ending its move within 3” may embark on the elevator. The elevator will then move to the other position, but the unit may not disembark until their next turn. Elevators are OPEN PLATFORMS; meaning, a unit embarked can shoot out of the elevator as well as be shot at.
• Doors: No more holding doors shut shenanigans, it was too disruptive. Doors open IN THE MOVEMENT PHASE whenever a unit within 3” wants them too, and do not disrupt movement or charges etc. You can close a door to protect a unit from shooting IN THE MOVEMENT PHASE as well. A unit being shot at through a doorway gains a cover bonus if it has models within 3” of the doorway.
• The open canal/sewer system: Is not impassable, but units moving directly across it suffer a -1d6 to their movement or charge range. IN ADDITION, any infantry unit that moves across loses a model to its acid/corruption/piranhas/denebian slime devils/whatever on a d6 roll of a 1 (roll once for the unit). Using a bridge of course ignores these rules. No cover save gained for the sewer/canals.
• The church window: Is not bullet proof, however, a unit sheltering in the church fired at through a window gains an additional +1 on top of any normal cover bonus. (IE: A normal unit gains +2, one in camo cloaks gains +3 etc)
• The tall tower: A unit which starts the movement phase within 3” of an entrance/exit of the tower may use its full movement to climb the ladder inside. They are then placed within 3” of the opposite exit/entrance point.

Hive City: This board represents the bowels of a hive city. Special and horrible conditions often exist. At the beginning of the game we will roll a d6 and consult the following chart for these special conditions.
1. Smog: The lower levels are filled with a thick accumulation of smog, gas, ash, whatever. All shooting done beyond 24” is done at -1 BS.
2. Oil, goop, broken cement: The basic structure of the hive city is failing badly or so covered with crud footing is treacherous. All charges are done as if through difficult terrain.
3. Gang territory: The battle is being fought in one of the hab blocks completed dominated by vicious and fearless gangs. They prey upon any weakness, and lone models are prone to be set on and slaughtered. Any infantry model that is not within 3” of at least one other model suffers a mortal wound on a 5+ on a d6. ADD one to the roll if that model has taken any wounds.
4. Warp Rift in the planet’s crust: This city was built over the numerous steam vents in the planet so they can be used for power. Unfortunately, this section is over a warp vent. All psychic tests taken add 1 to the die rolls, and perils are suffered on ANY roll totaling 12 or more (as well as double 1’s).
5. Electromagnetic disruption: The area’s construction has resulted in an electromagnetic disruption that has made any kind of vox/radio communication impossible. All units suffer a -2 penalty to leadership.
6. Normal, miserable Hive City living conditions: No special rules for this battle.



Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in us
Fixture of Dakka





Seems like fun. I'd be worried that you might have a bit too many unique rules to keep track of (especially given the above average game size), but you do you.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Douglas Bader






Seconding having too many special rules. There's just too much going on at once and some of it may or may not even happen during the game. Also:

edwardmyst wrote:
Don’t be a WAAC and place it in some niche in a corner of your deployment zone. We all play for a close, fun game…)


Don't whine about "WAAC" because someone makes a reasonable strategic choice to win the game. If you're so upset by the idea of having objective markers in a player's deployment zone then define the objective placement so that it isn't possible to do so, don't leave it possible and then whine if someone does it.

• Objectives: The Eldar must search objectives for artifacts. The length they search determines their VP’s. At the end of any turn, the Eldar player may declare they are taking the artifact and gain their VP’s. They can only do this with each Objective marker ONCE in the game. The VP’s they earn equal the number of battle rounds (both players turns) they have held that objective consecutively. Holding an objective is determined at the end of each battle round. (So, an objective held for two consecutive battle rounds is worth 2 VP’s.)


This rule makes no sense from a narrative point of view. If the goal is to recover an artifact then why does delaying the recovery make it more valuable? Surely if these artifacts are so important then the Eldar would be taking them away as fast as possible, not leaving them in place for extra turns so they can have a better chance of winning.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Fixture of Dakka





 Peregrine wrote:

This rule makes no sense from a narrative point of view. If the goal is to recover an artifact then why does delaying the recovery make it more valuable? Surely if these artifacts are so important then the Eldar would be taking them away as fast as possible, not leaving them in place for extra turns so they can have a better chance of winning.


Maybe they're basically spending time scooping up spirit stones into a bag or rummaging around for shards of a broken tablet containing a prophecy or something.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Longtime Dakkanaut




Central California

@ Wyldhunt and Peregrine: There might be too many special rules. Agreed. It is a 2 vs 2 game so each player has 1250, and we are all experienced players. Hopefully we can handle it. We may decide before the battle to drop some. (the teleporters are somewhat iffy. The shooty armies fear it giving too great an advantage to CC, the CC armies worried the shooters have too much terrain to hide in the back on of course).

@ Peregrine: The eldar VP theory is to model them taking LONGER to search for valuable artifacts. Scooping up a bowl on the surface gets fewer points than digging down through the rubble (or building whatever) and removing the ancient memory core of spiritstone deep inside. So yes, spending longer at the equivalent of an archaeological site does reap ever greater rewards is what we're going for. So to us it makes great narrative sense, and seems a viable yet simple way to model it on the table.


The WAAC comment is a running joke in our group. It was included for my player base, and I forgot it was there when I copy/pasted. Apologies if it angered anyone. I am of course uber familiar with the constant WAAC vs fun argument, since it seems to be a staple of Dakka, and understand both sides and the highly opinionated definitions used. Which was the point of the joke, one player's WAAC is another players only viable style to play etc. (Although I do find it amusing it took only 2 posts for someone to have to point it out and counter-attack, showing how volatile the argument is)

My local group tends to fall on the lot's-of-imagination side of this game, so we like new and different scenarios. We play all board games and do NOT play this one for balance etc so tend to lean toward these scenarios for 40k. Thanks for pointing out a few things that could use tweaking or more inspection.

Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in us
Douglas Bader






edwardmyst wrote:
@ Wyldhunt and Peregrine: There might be too many special rules. Agreed. It is a 2 vs 2 game so each player has 1250, and we are all experienced players. Hopefully we can handle it. We may decide before the battle to drop some. (the teleporters are somewhat iffy. The shooty armies fear it giving too great an advantage to CC, the CC armies worried the shooters have too much terrain to hide in the back on of course).


It's not just about experience and knowing the rules, it's about having a coherent game. When everything is special nothing is special, and right now you have an incoherent mess of too many special rules. Most of the game should be stock by-the-book rules so that the special rules you do use feel genuinely special instead of becoming "ok, what's the gimmick for this piece of terrain, I forget".

@ Peregrine: The eldar VP theory is to model them taking LONGER to search for valuable artifacts. Scooping up a bowl on the surface gets fewer points than digging down through the rubble (or building whatever) and removing the ancient memory core of spiritstone deep inside. So yes, spending longer at the equivalent of an archaeological site does reap ever greater rewards is what we're going for. So to us it makes great narrative sense, and seems a viable yet simple way to model it on the table.


But that still doesn't make sense. If it's search time then it should be progressive scoring, awarding VP per turn that the objective is held without ending the score once a unit takes an artifact. The Eldar side should be able to retrieve one set of artifacts (scoring VP for it) and then continue the search, they shouldn't be blocked from scoring further points just because they claimed one set. Or, in fluff terms, the Eldar should be able to take the bowl and the spiritstone.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Longtime Dakkanaut




Central California

On your first point I disagree. We have a different opinion about the game and purpose for playing I suspect (in truth given most of your posts on Dakka, I thought you were so unhappy with the current rules you didn't play, but hey, I only have these forums to go by).
Some of what you see as special rules are simply How does this work for unique terrain pieces (elevators, teleporters, windows, the tall tower. Most of this a result of space limitations to put stairs in actual miniatures can use, and the very limited movement rate/turn length of 40k this edition). The only real special rule is the Canals, and we just put some death terrain idea in. The special conditions roll is the same as using the cards. So we'll have to agree to disagree.

This may really throw you off. We don't use GW current terrain rules at all. We use AREA terrain rules we have all agreed on from previous editions. So, no, not slaves to the rules. Again, chess, monopoly, etc...
For a group that plays often (bi weekly), multiple battles, the basic rule system can grow static. I will also say we have really bought into the for fun, and save our competitive need to win (which we all have) for other games.

Your second point does make sense. Trying to give slightly different victory conditions for each side to add variety and avoid the static (in our opinions) nature of most of GW's VP conditions. (Sadly, kill the enemy remains the best way to win the game, even with the ITC stuff). Our table desperately tries to keep away from the "I place my minis on my board edge and shoot" tactic. Not because it isn't viable etc, but we want a more dynamic game that represents battle plans, and maneuver. Again, Guns of August is a far better balanced game for that type of warfare. We want squad level maneuver.

We may rethink it and give the Eldar a cumulative, increasing each turn bonus for holding objectives.

This message was edited 1 time. Last update was at 2019/05/26 16:29:33


Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
 
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