Alfogro Amministratore


Registrato: 03/11/05 09:31 Messaggi: 7483 Residenza: UDINE
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Inviato: Ven Ago 28, 2009 2:00 pm Oggetto: Dal GT d'Irlanda...nuovi schieramenti e missioni!
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The rules pack for the Irish GT (this November) is out. I present them below for your consideration. Some strike me as completely retarded, for example the "target priority" mission. Comments?
MISSIONS AND DEPLOYMENTS
As you can see we are using the mission and deployment rules from the 40k rule book. This year we have added the addition of 3 new missions
and 3 new setups so that every game in this year’s event will be different. Below are the new rules for each of the new missions and
deployments.
New Deployments:
No mans land:
To decide deployment zones a player must roll a scatter dice in the center of the table, draw a line directly along the arrows path (use the small
arrow if a hit is scored) until it hits the table edges. 6 inches either side of that line is no mans land and the opposite areas are the deployment
zones. Roll off to see which player gets the chance to go 1st or 2nd the player that goes first picks his deployment zone and starts to deploy his
forces, his opponent then deploys in the other deployment zone. See example below. All objectives used on this deployment must be placed in no
mans land.
Call to Arms:
Panic hits as the forces realize that they are going to be ambushed, confusion reigns as the forces take to the battle field.
Call to arms uses the same set up rules as pitched battle except that any unit deployed either at the start of the game or out flanking/scouting or
by deep strike must role on the table below
Roll d6:
1-2 left flank, 3-4 right flank, 5 centre and 6 you choose.
Please see example below:
Battle for the abyss:
Your forces have found a very dangers yet very important piece of high ground to set up a vital comms station, the only problem is so has your
enemy.
Battle for the abyss uses the same set up as pitched battle except you set up on the short table edges opposite each other. In addition to that at
the start of each turn any unit that is within 6 inches of the long table edge(which counts as impassable terrain) rolls a d6, on a 1 that unit will
take d6 strength 6 hits and must also take a pinning test, vehicles are hit on the side facing the long table edge.
Units wishing to outflank on this extremely dangerous battle field can do so but must again roll a d6 on a 1 that unit is destroyed no saves of any
kind allowed.
New Missions:
Seek and control:
It’s been a fierce battle there are key pieces of Intel you don't want to let fall into the enemy's hands you must search and retrieve as much as
you can.
Victory conditions:
Each player has 3 objectives 1 worth 1 point, 1 worth 2 points and 1 worth 3 points. Roll a d6 the winner goes first placing their 1st objective then
each player takes it in turns to place an objective without revealing the value, the objectives can not be within 12” of each other or the table
edge. Each objective can be revealed by any unit but can only be held or denied using the rules from seize ground or capture and control
missions. The winner is the player with the objectives worth the most points. Random game length rules apply.
Capture the Banner:
The battle seams to be a stale mate but your general decides that if we were to take the opposing armies banner we will rob them of all hope and
surly then the war will be won.
Victory conditions:
Each player will have an army banner to plant in their deployment zone, it can not be in difficult or dangerous terrain and it can not be within 12”
of any table edge. Once all armies are deployed and before the take the initiative roll takes place, the player who is going first places their banner
marker and then the opposing player places their banner. The first player to bring back the opposing players banner to their deployment zone will
be the victor.
To hold the banner you must be within 3” of it at the start of your movement phase, units in combat will not be able to pick up the banner, you
can not hold your own banner but any one unit within 6” of it has fearless and counter attack special rules, you may wish to change this unit at
the start of each of your turns.. Once you have the opposing players banner the unit carrying it has the feel no pain special rule and will roll 2d6
and pick the highest when it chooses to run. Only non-vehicle units on foot may carry the flag and in addition you are not allowed to turbo, deep
strike or use troop transports once you hold the flag. Random game length rules apply.
Target Priority:
Some battles are fought with only one goal – find your enemies vital units and crush them to the ground leaving the opposing general helpless
and pleading for mercy.
Victory conditions:
Each player has 20 priority points to distribute between his units. All units that would give away a kill point in annihilations mission are allowed to
have priority points assigned to them or not its your choice, it is up to you to distribute the points as you see fit e.g. you have 10 possible units to
give points to but you decide to give them all to one unit as you might think this is hard to destroy or you may wish to divide all the points evenly
amongst your army. Make a note of how you have distributed the points and call the ref over to sign the list (just to make sure all is above
board). As each unit is destroyed the point’s value it was worth is revealed. Any units kept in reserve or deep striking that have points assigned to
them are lost if they do not arrive on the table before the game is over.
The winner is the player with the most priority points at the end of the game. Random game length rules apply.
enjoy!  _________________
"Quando un corpo è arturiano, che ti frega?" |
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