Monday, 21 August 2017

Chapter Approved 2017

Chapter Approved 2017



New Matched Play Rules
Objective Secured
When determining which player controls an objective marker, exclude all units that have the Flyer If your army is Battle-forged, all Troops units in Detachments gain the Objective Secured rule, so long as every unit in a detachment has the same faction keyword from the following list: Blood Angels, Dark Angels, Space Wolves, Deathwatch, Astra Militarum, Adeptus Mechanicus, Adeptus Ministorum, Asuryani, Drukhari, Harlequins, Chaos Daemons, Renegades & Heretics, Thousand Sons, Death Guard, Necrons, T’au Empire, Orks, , and Genestealer Cults.

Troops units with Objective Secured that are within range of an objective marker (as specified in each mission’s rules) control it even if there are more enemy models within range of it. If an enemy unit within range of an objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.
Note: Codex: Grey Knights, Codex: Chaos Space Marines, and Codex: Space Marines are explicitly not covered by Objective Secured because their Codexes provide a similar rule (i.e. Defenders of Humanity).



Boots on the Ground
When determining which player controls an objective marker, exclude all units that have the Flyer Battlefield Role - these units can never control objective markers.

This rule is in addition to the Sudden Death rule (Rule Book FAQ 1.1) - ‘If at the end of any turn after the first battle round, one player has no models on the battlefield, the game ends immediately and their opponent automatically wins a crushing victory. When determining if a player has any units on the battlefield, do not include any units with the Flyer Battlefield Role – these units cannot operate within a combat airspace indefinitely and they cannot hold territory without ground support. Furthermore, do not include any units with the Fortification Battlefield Role unless they have a unit embarked inside – even the most formidable bastion requires a garrison if it is to pose a threat.’



First Turn
The players roll off, and the player who finished setting up their army first adds 1 to their result. The winner can choose to take the first or second turn. If they take the first turn, their opponent can roll a D6; on a 6, they manage to seize the initiative, and they get the first turn instead!





These three new rules were on the Community Website 09/08/2017 but are not yet released. Unless anyone has any objections we will start playing to these changes now as they are designed to give a better balance to game play.

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