Here is the plan so far, let me know what you think:
40k Mega-battle
This will be a team battle; each team will have a Commander nominated by the team, who will make team decisions. Each General will still have control over his own army.
Building your Army:
750 pts per player, no FOC. The only requirement is that you cannot take duplicate unique characters, and you can only have one HQ choice. Any Infantry model can hold objectives. So if you really want, you can take 3 Devastator squads (but don’t come crying to me when they all die in assault because you didn’t have any cc support). Fliers and 40k approved units from Imperial Armor are allowed (only if you bring the rules for the units you want to play). No allied detachments.
Every army must have a minimum 3 color painted standard. Bonus Veteran skills and +1 player point for fully painted/based army.
The Mission:
There will be two tables. Each table will represent a different battlefield on the same world. Each team will be split up to attack one table and defend another. So the Imperial attackers would battle the Xenos defenders on one table, while the Xenos attackers would battle the Imperial defenders on the other table. On each table there will be 3 objectives. The big main objective will be a communications tower worth 5 points. The other two objectives will be a long-range artillery cannon and a large shield generator, both of these will be worth 2 pts for holding or destroying. Each player will also be assigned a secret mission. You are not allowed to discuss this with anyone until the end of the game. If you do, you will not receive points for it. A completed secret mission will give 1 victory point to your side.
MVP: Not only is your team trying to beat the other team, but you as a general will try to show off, and be the best general. We will keep individual scores. 3 pts for secret mission, 2 pts for holding any objective, and 1 pt for each unit killed. (this point will only go to whoever kills the last model in a unit).
Special Objective rules:
The Shield generator and the Long Range Artillery Cannon will be Armor 14, 2 structure point buildings that cannot be entered It will follow apoc rules for hullpoints/structure points. This means once destroyed it has a possibility to explode. Damage results: 1,2,3 ignored; 4,5 weapon stunned; a roll of 6 will cause a structure point loss and grant another roll on the damage chart with no modifiers.
The Long-Range Artillery Cannon: In order to operate the gun, one infantry model must be in base contact with the building. The model controlling the cannon cannot shoot his own weapon, but the rest of his squad can still operate normal and can target a separate unit. The Artillery cannon fires a S10, AP1 Large Blast, ordinance, ignores cover. It can only target the other table and It will always scatter a full 2d6 (even if a direct hit is rolled), unless your teammates on the other table have control of the Communication tower. In this case it will scatter as normal with a BS of 3.
Shield Generator: If a member of your team on your table controls this, than you get a 4+ cover save from the Artillery Cannon. (this overrules the cannon’s ignore cover. This is the only type of cover save from the Artillery Cannon allowed )
Communication tower: If in control of this objective, Everyone on your team and your table can re-roll reserves. This Communication tower also helps to guide the artillery cannon from the other table. If you control the Communication tower and your teammates from the other table control their Artillery Cannon, then it will scatter as normal with a BS of 3.
Setup:
Objectives and terrain will be set up beforehand by the game manager.
Teams will meet in secret and decide who will attack who will defend. Any number can attack or defend. So a team of 6 can put 4 on attack and 2 on defense if they want. (minimum 1 team per side). Write down who will attack/defend on paper and the Commander will turn in to Game Manager.
Once you are assigned a table, you can only deploy on that table. The only way around this is reserves as detailed below:
If a unit enters through reserves, it can chose which table to enter on. Fliers from on-going reserves can also do this (this allows them to fight on both tables). You must state which table they want to enter before reserve rolls. If your teammates control the Communication tower on that table you will receive that re-roll benefit.
Scoring:
Team:
5 pts for Communication Tower
2 pts for LR A-Cannon or Shield generator controlled or destroyed
1 pt for each army secret mission completed
Personal:
3 pts for army secret mission
2 pts for LR A-Cannon or Shield generator controlled or destroyed
1 pt for each enemy unit destroyed (whoever gets the last kill gets the point)
1 pt for fully based/painted army
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