Thursday, February 4, 2016

Capital City Battle



It has arrived, rules for the madness that is the end of campaign battle. This will be the assault on the capital city of the Red team by the evil forces of the Dark Mechanicus and its allies. 

The battle will be a 3v3 (or 4v4 if people show up) battle across three tables. The main table at 2500, Table A at 1500 and Table B at 1500. Adam will be the attacker on the main table using his campaign 2500 point list. The other spots are filled by players on the team using their 2500 or 1500 point lists with no experience and at Level A. 

The turns will be simultaneous across the three tables. The Attacker on the main table and the two Defenders on Table A and B will take their turns at the same time, then once all three players have finished, the other players take their turns at the same time.




Main Table:



Setup is as above with the Attacker having the first turn and with no roll to seize.

The terrain will be structured to represent a city that has been heavily bombarded by an orbital fleet. There should be a heavily ruined region surrounding the defender’s citadel (as this was the primary target of the attack) and the destroyed remains of buildings elsewhere on the board.

Objectives: 

The objective of this mission is for the attacker to critically incapacitate the defender.

1. Slay the Warlord – in this mission two victory points are awarded to either side if the opposing warlord falls in battle.

2. Destroy the Citadel – There will be three objectives on the board. Each objective is worth three points to the player that controls it at the end of the game

3. Behind Enemy Lines – Linebreaker rules as per the book worth one point to each player

4. Destruction -- Two points are awarded to the player that has killed the most points at the end of the game. This counts even units that appear from the outside reserves as described later.

Game Length:

This mission has variable game length and when it ends, all three games end simultaneously.



Table A and B

Table A




Table B




Setup is as above with the Defenders having the first turn and with no roll to seize.


These tables can be set up with terrain as appropriate. There should be a relatively high terrain density and there must be three clearly identified structures on the board representing Objectives 1, 2, and 3. These structures are impassible terrain and cannot be occupied or destroyed. Jump infantry and hovering vehicles (or the like) cannot land on top.

Objectives: 


There are three objective markers on the board that will trigger various events in the primary battle but do not affect events in the secondary game in any way.

Objective 1 – Plasma Cannon: When controlled at the end of a player turn, this objective allows the player to launch an orbital bombardment onto the primary battle-board. This will strike as a str 9 ap 2 large blast, but it is required to scatter 2d6 regardless of a “hit” roll on the scatter die. The strike occurs before the start of the next player turn.

Objective 2 – Communications relay. This objective allows either player to provide pinpoint directions to allies arriving from reserve.

Here is where the 4th player on the team joins the battle.

When the objective is controlled at the end of a player turn, the team that controls it may bring in units from their 4th teammates campaign list onto the main table battle. These units must be under 200 points total and enter under the Outflank rules, getting bonuses to outflank based on their allies army and any benefits from the unit rules. From then on, the units are treated as an Ally Of Convenience to the main player's army under the control of the 4th player.

Objective 3 – Sensor Array/Smoke Bombs: This is the only objective that provides a different benefit depending on the secondary table.

Sensor Array - On Table A it is the sensor array. Take a large blast marker on the primary board before the start of the next player turn and scatter it D6 inches. Any unit that fires at an enemy unit with at least one model under the blast marker gains the “ignores cover” special rule for one game turn. Models that cannot see the unit are still unable to fire. 

Smoke Bombs – On Table B this is a smoke bomb launcher that will be lobbing smoke bombs onto the primary board. Take a large blast marker on the primary board before the start of the next player turn and scatter it D6 inches. Any unit with at least one model under the blast marker gains the “Shrouded” special rule for one game turn. If they already have “Shrouded” they gain “Stealth” in addition to “Shrouded.” 


Victory 

Victory is determined by the objective points on the main table. In the event of a tie, the Defender wins. There are no victory points awarded from the secondary tables and even if both secondary battles are lost, victory will be declared if the central battle is won.


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