Points: 300 per army (no handicap, new handicap to be started for this battle system +25 points per loss)
Terrain: city-scape, many buildings and walls - each giving line of sight, 5+ cover save.
Armies: all five players, infantry only (no vehicles, fortifications, flyers, drop pods, bikes, chariots, cavalry etc)
Deployment: roll-off, highest chooses and goes first. No steal the initiative. Each army chooses a building to be its base where its objective marker is placed on the ground floor of the building. The objective marker is Armour 9, HP 1, impassable terrain, giving 5+ cover, if applicable. Extra armour can be purchased at 10 points for one extra armour point, another 20 for the second, an extra 40 for the third and so forth until the maximum of a 5th extra point (armour 14) at 160 extra points (ie 310 points in total). Extra hull points can also be purchased at the same rate. Only one hull point per phase may be removed from each objective marker. The objective marker never suffers any effect from the Building Damage Table, glancing and penetrating hits are both considered to be a loss of a single hull point.
Victory: Any army with their objective marker still intact (or partially intact) at the end of the battle is a winner. In the case of more than one objective marker still being at least partially intact the following commendations are brought into action (in order, each condition being being worked through until there is a winner). 1. The number of hull points remaining on the objective (the more the better) 2. How many hull points have been lost (the least the better) 3. The number of remaining units on the board (the most the better). 4 The number of whole units lost (the least the better) 5. (All totalled up) WYSIWYG, Highlander, Battle Forged. 6. Still a tie? It's a draw, shake hands!
If a player's objective marker has been destroyed they are removed from the game at the end of the phase in which it was destroyed. All models and the objective marker are removed and the player has lost. If at the end of any phase, only one player has an intact objective marker, they are considered the winner. A player is not removed from the game if it loses all its models, but still retains its objective marker. If all remaining objective markers are destroyed in the same phase, the Victory Conditions (above) come into play.
Length of game: Round 8: 2/6 chance of ending, Round 9: 3/6 chance of ending, Round 10: game ends.
Special: No unit can start on the board at the beginning unless it has Infiltrate, in which case it can start on any floor in the base or Scout which means it may start in the bottom floor of any adjacent building to the player's base (unless occupied by an opponent). Units may arrive in any turn, including the first with no reserve roll required, by either deep striking or through the bottom floor of it's base (if the bottom floor is occupied by any force, units in reserve may not enter in this manner). Deep strike mishaps will only occur when scattering off the board or onto infantry units. There is no outflank entry to the board.
Any model, weapon or unit with the Sniper special rule gains Limited Ignores Cover against any cover offered by buildings, objective markers or models. It will not work against Stealth, or other 'unnatural' cover. In addition, any non-sniper unit may select a single model to be a sniper, gaining the sniper advantages (and restrictions) and an extra 12" shooting range to one of its ranged weapons (controlling player's choice but does not grant range shooting to a model that has none) at no extra cost. This single model also gains Limited Ignores Cover. Ignores Cover works as normal.
Buildings cannot be shot at or assaulted and can only be entered on the bottom floor through the open side or a door (not a window, though shooting through windows is allowed). A unit can only move one floor per phase, no matter what their movement is. Jump and Jet-Pack infantry may enter any level of a building through the open side, within their movement range, but once in a building, may only move one level per phase as other infantry units. Different units may occupy different levels within the same building, but may only occupy the same level if they are engaged in melee combat. (The charge range between floors is always 3" +/- special rules, with overwatch treated in the usual manner.)
If any part of a model is visible (stand, cloak, weapon, tail, antennae, wing, hat etc) it is able to be shot at. Measuring distances and movement must be exact and markers placed to assist in accuracy. Those not involved should act as advisers and helping hands. Second or even third opinions may be sought to officiate contentious measuring and line of sight blocking.
We will trial this as it stands and make comment to its contents after the battle. As author, my interpretations are final, but may be discussed and changed after the battle. I am sure I haven't thought of everything, and I am expecting changes to be made. This is designed to be a slow, sneaky game with cover and line of sight blocking being sought and used.
Sounds interesting,hopefully I will actually make it one week! I did have one question; is there scope to capture other people's objective markers? Perhaps for bonus points?
ReplyDeleteThat's an interesting idea. We'll discuss it after the battle.
ReplyDeleteAre objective markers only activated once troops have been deployed? Won't the players going last face the possibility of having 'lost' before they start?
ReplyDeletePoor lists and/or deployment could certainly leave you vulnerable. If we decide the person going last is put in too much of a difficult position we will amend the rules after the battle.
ReplyDelete