Saturday, 6 July 2013

Hex Campaign - Rules

Rules for the Campaign July - September.

The winner of the previous campaign declares an attack on a hex adjacent to one he owns.
The second place player also declares an attack but may not attack anyone already nominated.
Following the battle, the defender may then declare an attack and play continues.

Unless agreed otherwise by both players, the Points are :
July 1,000
August 1,250
September 1,500
The campaign ends in September; the player with the most hexes is the winner.

If the attacker wins they take over the hex
There is no change if the attacker loses or draws.

If a hex is lost and a third army later attacks the same hex,
the previously defeated defender can play a 600 point troop only army in this new battle.
They must start in reserve.
If they lose this battle they are wiped out and may not join in further battles for this hex.

An attacker can’t challenge the same hex before winning another hex

Attackers have some control over when they attack.
They may choose to roll for night fighting in round one on a 5+ or 3+ (attackers choice)

The Attacker can select to have the Arial Bombardment rule (See below)

Only the attacker can use unique characters in every battle
The defender can only play unique characters in three battles over the campaign
If a unique character dies they may not be played until the next calendar month. 

The Defender can choose the deployment type as follows:

The defender can choose to be highly mobile
This means that all Heavy Support units must start in reserve.
The Defender can also select to have the Arial Bombardment rule
The missions are otherwise setup as per the Handbook.

Or

The Defender can choose to fight from a static location
The Defender places all the terrain and sets up first
Objectives are placed alternately starting with the Defender
The Attacker has the first turn but the defender can seize initiative as normal
In addition the defender can select to have Constructed Defences
The Defender can also select to have the Arial Bombardment rule
The missions are otherwise setup as per the Handbook


Constructed Defences
The Defender must select not to play Elite units (They are away setting up defences)
or any Elite units that they do play must start in reserve (They get back just in time).
They gain one of the following random fortifications / Stratagems
1 Ammunition Store. One object is used as the Ammunition Store.
All units within 12” may re-roll to hit.
2 Medicae Facility. One object contains medical supplies.
All units within 12” gain the Feel No Pain special rule.
3 Concealed Deployment. Place four markers on the battle field. Up to three units can be hidden at one of these locations or they may outflank instead. Write down the location or “outflank”. Each enemy unit can detect if a unit is hidden at a range of Initiative +1D6”.
Hidden units can’t be targeted.
4 Booby Traps.
All area terrain is dangerous for the attacker and any, already, dangerous terrain effects them on a 1 & 2.
5 Communications Tower.
The defending army can Re-roll for reserves and ignore night fighting penalties.
6 Fortifications
The defender gains an Aegis Defence Wall

  
Arial Bombardment
The Attacker or the Defender must select not to play Fast Attack units
or any Fast Attack units that they do play must start in reserve.

The Defender can roll for reserves to gain a bonus attack with the following rules
Range unlimited   Str 6   AP -   Heavy 1, Large Blast, Full Scatter
This attack will always scatter 2D6”

The Attackers bombardment occurs after deployment and before movement in turn one.




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