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intehzPwn

Combat Patrol

Jun 18th, 2018
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  1. COMBAT PATROL - ESCALATION
  2.  
  3. GAME RULES:
  4. 1) Games are played on any available 48" x 48" map. Chop 12" from each long edge of a 4x6 map if necessary. Try to have lots of terrain!
  5. NOTE: ITC Ruins rules are in effect - Intervening first-floor Ruins BLOCK LOS, regardless of windows. Does not apply if a unit is entirely or partially within the ruins.
  6. 2) Declare armies, select Psyker powers, Warlord Traits and Relics.
  7. TEST RULE A: Select and reveal one appropriate Codex Stratagem - your patrol may use that Stratagem this battle.
  8. TEST RULE B: Select and reveal one appropriate Codex Stratagem - your patrol may use that Stratagem once this battle.
  9. 3) Players roll off to determine deployment zone.
  10. > Deployment is like Seek & Destroy; winner chooses corner, loser deploys opposite corner. SEE https://i.imgur.com/0k8t2FG.png.
  11. > Set up Primary Node in the center of the map. No model may begin play within 12" of this objective.
  12. > Set up Secondary Node 6" from table edge in the unoccupied corners.
  13. 4) The loser of the above roll deploys the first unit. Alternate until all units are deployed.
  14. 5) After deployment, resolve infiltration and Deepstrike (see below). Remember that no unit may be set up within 12" of the Primary Node.
  15. 6) Determine First Turn: The player who finished deploying first gets a +1. Loser can seize the initiative on 6+.
  16. 7) Games last for 5 turns (do not roll for additional turns).
  17.  
  18. - Eventually, we will increase the point value and reduce / eliminate restrictions. By 1000pt we will be playing regular 40k.
  19.  
  20. FOR TEST GAMES, use the following senario:
  21. > Set up the Primary Node in the center of the map. Set up the Secondary Nodes in the un-deployed corners, 6" from the map edges.
  22. > SCORING: NORMAL
  23. - 3pt for controlling Primary Node at game end
  24. - 1pt for controlling Secondary Node at game end (2pt total)
  25. - 1pt if the enemy Warlord was removed as a casualty ("Slay the Warlord")
  26. - 1pt if you have a unit at least partially within the enemy deployment zone at game end ("Linebreaker")
  27. - 1pt if your opponent loses the first unit ("First Blood")
  28. - 1pt if your opponent loses the game due to the Boots on the Ground rule ("tabled") or
  29. > SCORING: EARLY FINISH
  30. - If a player concedes, they score 0 points.
  31. - If a player is tabled or concedes, the game immediately ends. The other player scores all VP that they could attain through natural play. Note that a unit may only control a single Node at a time.
  32. > Record +10 points for a win, +0 points for a loss.
  33.  
  34. > EXAMPLE:
  35. Player A (Eldar) concedes on Turn 3 with a single unit of four Rangers remaining. He scores 0 points, even though he scored first blood earlier that match.
  36. Player B (Salamanders) has a unit of 3 Tactical Marines, and a Space Marine Captain, remaining. She scores 1 point since her opponent conceded. She scores another point because she slayed the enemy Warlord (a Farseer) earlier in the match. Because she only has two units remaining, she can only hold two objectives - therefore, she scores 3 points for the Primary Node, and 1 point for Secondary Node "A". She cannot score Linebreaker or Secondary Node "B" because she does not have any remaining units that can score those objectives. Therefore, she ends the game with 6 points. Because she won, she records a score of 16 (+10 points for a win).
  37. NOTE: If Player B instead had a 10-model Tactical Marine unit, at least 1 CP, and access to Space Marine Stratagems, she would score one additional point by using the stratagem Tactical Flexibility to break up her Tactical Marines into two 5-model units. She could then score either Linebreaker or Node "B". However, this would NOT work if Player B tabled Player A on the fifth turn, since Player B has no extra Movement phases remaining to use the Stratagem.
  38.  
  39.  
  40. ARMY BUILDING:
  41. 400-point Battle-forged Armies.
  42. Max 1 Detachment - Must be "Patrol" Detachment (1-2 HQ, 1-3 Troops, 0-2 El/FA/HS/Fly). Boots on the Ground is in effect.
  43. - May only take 1 Dedicated Transport per unit that can actually embark in them.
  44. Warlord: If your HQ cannot be your warlord, nominate any non-VEHICLE single-unit model;
  45. - Else, nominate a sergeant-like model;
  46. - Else, nominate and mark any model.
  47.  
  48.  
  49. MAJOR RULE CHANGES:
  50. - All TROOPS from all factions have Objective Secured. All Warlords have Objective Secured. No other unit has Objective Secured.
  51. - No units with a TOUGHNESS of 6 or higher are allowed.
  52. - Only one unit may manifest psyker powers per turn (except, TSons & GK TROOPS may also Smite / Banish)
  53. - Deepstrike units MUST deploy on Turn 1 (within your deployment zone).
  54. * DS units may instead respond to INFILTRATE by deploying immediately after infiltrated units, within their own deployment zone.
  55.  
  56. BANLIST:
  57. - No Codex Stratagems - Core + Mission Stratagems (if available) only [but see TEST RULES, above].
  58. - No CP-generating Relics or Warlord Traits.
  59. - No movement in the Psychic phase (Warptime, Prescience, etc.)
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