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Pre Game Sequence v01

This document provides rules for setting up and playing a tabletop wargame, including: 1. Placing objective markers on the battlefield according to specific placement rules. Units control objectives by having models within 3" and no enemy units closer. 2. Rules for units arriving from reserves on turns 2/3 or 4, including rolls required and placement procedures. 3. Details for deep strike and outflank special deployment options, including placement procedures and rules for scattering, enemy reactions, and completing deployment. 4. An overview of four standard deployment maps - Clash of the Line, Dawn of War, Search and Destroy, and Hammer and Anvil - defining the deployment zone edges for each side.

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0% found this document useful (0 votes)
17 views1 page

Pre Game Sequence v01

This document provides rules for setting up and playing a tabletop wargame, including: 1. Placing objective markers on the battlefield according to specific placement rules. Units control objectives by having models within 3" and no enemy units closer. 2. Rules for units arriving from reserves on turns 2/3 or 4, including rolls required and placement procedures. 3. Details for deep strike and outflank special deployment options, including placement procedures and rules for scattering, enemy reactions, and completing deployment. 4. An overview of four standard deployment maps - Clash of the Line, Dawn of War, Search and Destroy, and Hammer and Anvil - defining the deployment zone edges for each side.

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locomotiv polin
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Objectives Reserves

Pre game sequence Placing markers - you may reserve any number of units.
- roll off to see who places first. - If a unit cannot be deployed on the table, it must
1 Decide on mission - Markers cannot be placed within 6” of the edge be reserved.
or within 12” of another marker. - You must specify in deployment any attached
2 Choose armies - Cannot be placed on impassable terrain. independent characters, transports, and if using
- Cannot be placed in buildings, but on buildings is ok. deep strike or outflank
3 Set up the battlefield
Controlling markers Arriving from reserves
- scenery can be set up any way both players agree on
- you control an objective if you have one model from a scoring
unit and no models from enemy scoring or denial units within
4 Determine deployment map Turn Roll required
3”.
- Unless specified otherwise. Only line units are scoring units
5 Place objective markers unless embarked zooming flyer, falling back, or pinned. 2/3 3+
- Any other unit is a denial unit, unless they are currently
6 Roll off for deployment zones embarked, a vehicle, falling back,or pinned. 4 Auto succeed
- Units in a building are within 3” of any markers on or within 3”
7 Roll off for deployment, winner chooses first or second of the building. - roll of 1 always fails to arrive.
- Units can control one marker at a time. - Moves on from the controlling player’s edge.
- Only one unit may control a marker. - If it cannot fit on the board with its max move,
8 Declare night fighting
move it as far as possible.
- Ongoing reserves: units which leave the board
9 Deploy armies
during the game reenter reserves and must roll to
Secondaries see if they enter again as normal
10 Infiltrators
Slay the warlord 1VP
11 Scouts destroy enemy warlord, +1VP if it was a primarch
Deep strike
12 Player who deployed first may choose who goes first Last man standing 1VP
side with greatest number of surviving units
1 Roll once for all deep strike units to enter from reserves
13 Seize the initiative, second player can go first on a 6 Attrition 1VP
side which destroyed the highest number of enemy units 2 Place one model from one deep striking unit anywhere
more that 1" from enemy, table edge, or impassable
First blood 1VP
first unit to be destroyed grants opposing player VP 3 Scatter 2D6"
Mission table
if two units destroyed simultaneously, then both sides if final position is within 1" of an enemy, table edge, or
1 Blood feud impassable, then opponent may move model to
- points per unit destroyed or falling back at end of game Linebreaker 1VP anywhere within 18". Must be placed in such a way that
in one secret chosen category: at least one scoring model within 12" of enemy table edge rest of unit can be deployed if possible
● infantry = +1VP deploy the rest of the models in the unit
● daemon = +1VP Price of failure 1VP
4 Roll a D6
● dreads and automata = +2VP destroy an enemy lord of war
on a 1 the enemy deploys the remaining deep strike
● cavalry and flyers = +2VP
units, anywhere within 24" of original unit
● non-flyer vehicles = +2VP
on a 2+ the controlling player deploys remaining deep
● primarch = +6VP
Deployment maps strike units anywhere within 12" of original unit
- so: slay the warlord, last man standing
- six turns, night fighting, price of failure, reserves. 5 Units within 6" of a deep striking unit take immediate
1 Clash of the line pinning test
2 Onslaught - arrowhead short edge 24" up
- place one 5VP objective in the opponent’s deployment - your edge is the short table edge. 6 Any interceptor reactions
zone more than 6” from the edge.
- 1Vp for each enemy unit destroyed in the first 2 Dawn of war
Units may shoot/assault as normal, but not move or run
game turn. - standard 12" long edge
in same movement phase
- So: slay the warlord, attrition, - your edge is the long table edge.
- six turns, staged deployment, price of failure, night
3 Search and destroy
fighting, reserves.
- quarters 9" from center Outflank
3 Shatterstrike - your edge is any part of the edge touching your
- 2VP for each scoring unit in the opponent’s deployment deployment zone.
1 After deployment, before infiltrate and scout place a
zone. 1Vp for each denial unit.
4 Hammer and anvil flanking marker at any point on any table edge
- So: slay the warlord, attrition.
- standard 24" short edge
- Variable game length, price of failure, night 2 Roll once for all flanking units to enter from reserves
- your edge is the short table edge.
fighting, reserves.
5 Ambush 3 Roll a D6
4 Dominion
- one player 18" from center, other player 12" from each on a 1 the opponent may move the flanking marker up
- five objectives, placed outside the deployment zones.
short edge 24" in either direction
1Vp for each objective controlled at the start of your
- centre players edge is both long edges. Other player on a 2+ the controlling player may move the marker up
player turn.
has both short edges. to 6"
- So: slay the warlord, attrition (both d3VP).
- Variable game length, price of failure, night 6 Vanguard strike 4 Move all flanking units on, measuring from the final
fighting, reserves. - diagonals. 12" Away from centre line position of the flanking marker
- your edge is the long edge touching your deployment
5 Tide of carnage:
zone 5 Units within 6" of a flanking unit take immediate pinning
- control areas of the battlefield by having a scoring unit
test
in the area and no enemy scoring units in it:
● 3VP for your deployment zone. 6 Any interceptor reactions
● 5Vp for no man’s land. Staged deployment
● 7Vp for enemy deployment zone. Units may shoot/assault as normal, but not move or run
- Heavy armour: non-flyer vehicles are scoring units. Player who deploys first deploys a single unit. Then their in same movement phase
- So: slay the warlord, last man standing. opponent deploys, etc, etc.
- Five turns, night fighting, price of failure, reserves - Order: fortifications, low and primarch, heavy support,
troops, elites, hq, fast attack.
6 War of lies:
- kill points 1VP per unit
- one central objective. Four more objectives placed by
players. Variable game length
- Each objective is worth a random amount at the end of
the game - roll D6: - if the mission includes variable game length, at the end of
1/2 = 0 VP turn 5, roll D6. On a 4+, the game continues, otherwise the
3/4 = 1VP game is over.
5/6 = 3VP - There are never more than six turns.
- so: slay the warlord.
- Six turns, price of failure, reserves.

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