On the Imperial world of Hebron, the walled city of Jericho has resisted untold number of assaults by enemy forces and has never been taken. It is due to the defenses of this city that enemy assaults against this world have stalled, buying time for Imperial reinforcements to arrive from other sectors and saving the planet. Once again, the enemy has attacked the world of Hebron, and the only thing that stands in the enemy's way from complete control is the city of Jericho. Come join the battle as either Imperial defenders or the enemy attackers!
When: Thursday, July 28th, 2011. Starts around noon.
Where: The Game Keep, 3952 Lebanon Pike, Nashville (Hermitage area), TN.
Teams: Imperium and allies vs everything else. Teams will be 2-4 players per team. If you plan on playing post here or send me a pm stating how many points you have and what army/side you will be playing. Anyone wishing to play must have turned their info in no later than Wednesday, July 27th. If there aren't at least 2 players per team signed up by the 27th, the game won't take place.
Points: Based on team total, so just bring whatever points you got.
The table will look very similar to the following:
On one end will be a city, the rest of the board will be desert terrain. There will be a road that leads from the city through the length of the desert. There will be vital objectives placed across the board. Defenders will start the game with the Bunkers and Obstacles Strategic Assets. Attackers will have the Scheduled Bombardment Strategic Asset. None of these Assets count towards total that each team may have. Flank March can only be taken by the Attackers, and only Infantry, Vehicles that are Flyers or Skimmers, Jump Infantry, and Jet bikes may Flank March into the city itself (the city is too well defended for ground based vehicles or large creatures to sneak into it).
No more than 25% of each sides total points can be spent on super heavies or gargantuan creatures.
Proxies and counts as will be allowed, but any proxie model or counts as should be of the same general size as the model it is supposed to represent. For example, no Defilers counting as Warhound Titans. A regular Baneblade could count as any of the Baneblade variants, but a Leman Russ could not count as a Baneblade. Also any proxie or counts as model should actually be a model, not a soda bottle, shoe box, etc.
Any model may claim an objective unless it has specific rules that says it cannot claim an objective (such as Death Company, Swarms, etc.).
City Walls
The city walls will be AV13 and have 3 structure points. Each wall section will be treated like an immobile super heavy with no weapons. Roll for damage on the Super Heavy damage table. City walls ignore any Gun Crew Shaken or Driver Stunned results. Any Weapon Destroyed or Drive Damaged results will be treated as a Structural Damage result instead. City walls will count as impassable terrain. Once a wall section is reduced to 0 structure points it will be considered breached and replaced with a ruined wall section. Ruin wall sections will count as difficult terrain and offer a 4+ cover save. Intact wall sections will confer a 3+ cover save to any vehicles that are at least 50% obscured by them.
City Gate
The gate will be AV14 and have 3 structure points and follows the rules above regarding damage and cover. In addition, at the start of the owning players turn, the gate can either be opened
or closed.
Objectives
There are 6 objectives:
• Fortress of Redemption (Counts as 2 Objectives)
• 2 Defense Line Bunkers
• Communications Bunker
• Supply Dump
Bunkers have AV14 and can be destroyed and still count as an objective. Some bunkers have interceptor weapons, which are described below. The defender will be allowed to deploy units into any of the bunkers, including the Fortress of Redemption. Bunkers will usually have only one access point and will follow all the rules for bunkers in the Warhammer
40K rulebook.
Interceptor Weapons
Interceptor weapons use the following rules:
• An interceptor weapon is an immobile artillery model with an armor value of 10 on all sides. As such, any glancing or penetrating hit will destroy the weapon.
• An interceptor weapon is an automated weapon. However, it can be fired manually if there is an unengaged infantry model within 2” of the weapon. That model may fire the interceptor weapon instead of his own weapon, in which case the interceptor weapon uses all the normal shooting rules.
Range
Str AP Type
Quad-gun 48” 7 4 Heavy 4, Twin-linked,
AA mount
Lascannon 48” 9 2 Heavy 1
Automated Weapons
Any terrain feature which has a weapon but no Ballistic Skill characteristic, such as a bunker, has automated weapons.
• Automated weapons are fired at the beginning of the defenders Shooting phase, before any other weapons.
• Each separate automated weapon must always target the closest visible enemy unit, using a Ballistic Skill of 2.
• Enemy models occupying a terrain feature that has automated weapons cannot use those weapons.
Anti-Aircraft Mount
These weapons are designed to track fast-flying targets. Weapons with this special rule on their profile (often shortened to “
AA mount,” such as the quad-gun above) can hit flyers using their normal Ballistic Skill, rather than on a 6.
Note that all weapons that are described as pintle-mounted also automatically have the
AA mount special rule.
Defense Lines
These will be the Aegis defense shields. They have the following rules:
• Defense lines provide a 4+ cover save.
• Any unit going to ground behind a defese line gains +2 to its cover save instead of the usual +1.
• For the purposes of assault, models that are in base contact with a defense line and within 2” of each other are treated as being in base contact.
Imperial Forces
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4.
Alternates
Enemy Forces
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Alternates