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Makes me think how king of the hill would work. Number of turns in = 1pt? As for capture the flag, I'd say the rules are you can only capture it with infantry (and only 1 unit at a time), however it may go with them inside a transport and takes up no space. It cannot die if the transport is destroyed. The infantry finish their movement when first capturing the objective (they can't capture it by simply unloading from a transport in b2b). Normal infantry, bikes, artillery, monsterous creatures, jump infantry and beasts can all capture the objective, but their (and normal infantry) movement is 8" without fleet (increased because the units are now running extremely fast to get back to their deployment zone, decreased for bikes and jump infantry because the objective can't move any faster) (jetpacks cannot move in the assault phase). A unit with the objective cannot assault. To take an objective held by the enemy, you either destroy the squad, make them fall back (squads falling back leave the objective behind), or win a round of combat with them. If the objective is in a deployment zone at the end of the game, that player gets 50% of the game's points value in victory points (just like holding an opponent's quarter in cleanse). 12" deployment zone. It's unlikely for an objective to make it back to a deployment zone if they don't go straight for it and/or have it capture by an enemy unit.
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