Thursday, January 24, 2019

Last Stand on Doric-AR1 Saturday Big Game rules

The Attackers have pushed back the Imperial defenders into their capital city and they are holding on by a thread.  Will they hold out or will the Attackers crush them?


Map:


Army Construction:

All armies on both sides must be Battle Forged. You cannot have an army of all Marneus Calgars.




Deployment:

The Attackers must deploy all of their units in either of the two red triangular 5' X 18" deployment zones.
NOTE: If the Attackers won the Void Shield Generator scenario on Friday than they may use the Tactical Reserves rules for deployment.

The Defenders must deploy all of their units in the central blue 5' by 8' deployment zone.
NOTE: If the Defenders won the Teleportarium scenario on Friday than they may use the Tactical Reserves rules for deployment.




Table layout:


The green rectangles between the Defender's and the Attacker's Deployment zones are areas filled with craters, tank traps, razor wire and small ruins.

The yellow strips are trenchworks.

The squares with the B's in them are bunkers and the squares with F's in them are the Fortresses. The rules for these units are in the main rules book. Each fortress comes equipped with 4 heavy bolters.

The square with the R in it is the Capital building and central objective of the scenario.

The light brown 5' by 4' rectangle is the city center. This area contains mostly intact buildings which can be destroyed.





First Turn:

If the Attackers win 2 or less games on Friday then the Defenders go first.
If the Attackers win 3 games on Friday they can Seize the Initiative on a 6+
If the Attackers win 4 games on Friday they can Seize the Initiative on a 5+



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Special Rules:


- Emplaced Weapons (The numbers of these may change slightly)
The defenders will have multiple emplaced weapons throughout their deployment zone. These weapons can be fired if the defender has a unit with a model within 1" of them. The model can still fire its own weapons at different units.
6 Earthshaker Emplacements.
6 Lascannon Emplacements
6 Heavy Bolter Emplacements
2 Icarus Lascannon Emplacements
2 Quad Icarus Lascannon Emplacements
4 Dual Earthshaker / Icarus Lascannon Emplacements
Limited Ammo: If the Attackers won the Munitorum Scenario from Friday than before each of the Defender's turns they must roll a die and add the turn number to the die roll. If a 5 is rolled after adding the turn number to the die roll than all of the weapons have run out of ammo and cannot fire for the rest of the game.

- Tank Traps and Razor Wire rules are used from the main rule book.

- The Defenders can not bring any Fortifications.

- Flame Weapons always ignore Cover modifiers.

- Only units with legs and without the TITANIC Keyword can claim or contest objectives.

- Trenches confer +3 to saves and Ruins confer +2 to saves.


- Destructible Buildings in the City Center
In the light brown zone there will be a number of intact or mostly intact buildings.
Each "tall building" will consist of segments that can be destroyed. The Toughness of these sections are 9 and they have 30 wounds each.
Each building that is not one of the "tall buildings" will simply be Toughness 9 with 30 wounds.
Use the rules for Bunkers in the main rulebook for how these would operate.


- Medicae, Mechanicus Facility and Support Vehicles
Any infantry unit within the Medicae Facility at the top of each of the controlling player's turns regains one wound.
Any Vehicle inside the Mechanicus Facility (2 can be in it at a time, TITANIC units cannot use this facility) regains d3 wounds at the top of each of its controlling player's turns.

Support Vehicles

M WS BS S T W A Sv
18" 6+ 6+ 4 5 6 1 5+

Cannot claim or contest objectives.
KEYWORDS: VEHICLE
FACTION KEYWORD: IMPERIUM

There are 2 Ambulances which are Support Vehicles. Any IMPERIUM Infantry unit within 6" of the vehicle gets a 5+ save to ignore each lost wound.

There are 2 Recovery Vehicles which are Support Vehicles . Any IMPERIUM vehicle within 6" of the Recovery Vehicle not including TITANIC units repairs D3 wounds at the top of the controlling player's turn.




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Modified City Fight BattleZone Rules


City Ruins


Unless they can Fly, Vehicles, Monsters and Bikes can only end their move on the ground floor of ruins.

Infantry are assumed to be able to scale walls and traverse through windows, doors and portals readily. These models can therefore move through the floors and walls of a ruin without further impediment unless the particular ruin has specific rules governing its accessibility.

If a model is obscured by 50% or more by ruins then the model receives the +2 to cover.



Height Advantage

A model gains a height advantage whilst occupying the upper levels of a city ruin or building and shooting at a unit that is either at street level or within a lower level of city ruins. To gain a height advantage every model in the target unit must be on levels that are 3” or more below that of the firing model. If a model shoots with a height advantage, the target does not receive any of the benefits of cover.


Streets and Roads

You can move a model an extra 2” if it spends its entire Movement phase on a street or road (move a model and extra 4” if it advances.) This has no effect on units that can Fly.



Fire in the Hole

Re-roll all failed wound rolls made when a model throws a Grenade at a unit on or in ruins. Furthermore, if a Grenade makes a random number of attacks, that Grenade always makes the maximum number of attacks instead.

When a unit fires a Flamer and other flame-type weapons (usually weapons that auto-hit d6 times, are 8” range and are considered flame or chemical-type weapons in the background) at another unit in cover the unit being fired upon receives no benefit for being in cover.



City Fight Strategems


2 CP - Sewer Rats: This stratagem is used just before you set up an Infantry unit during deployment. Instead of setting that unit up on the battlefield, they are infiltrating the city’s sewer system. At the end of any of your Movement phases, you can set up the unit anywhere on the battlefield at street level that is more than 9” from any enemy model and not in a city ruin. NOTE: This Strategem can only be used if your side is able to use Tactical reserves because you won the respective scenario from Friday.

1 CP – Booby Traps: This stratagem is used after both sides have deployed but before the first battle round begins. Secretly nominate a single city ruin to house the Booby traps and write this down – this cannot be a city ruin that is currently occupied by any models. The first time any model, moves into the city ruin, they trigger the Booby Traps and suffer D3 mortal wounds (D6 if they were advancing).  NOTE:  This Strategem can only be used by the Defenders.

1 CP – Death in the Streets: This stratagem can be used when a unit with a height advantage shoots an enemy unit that is entirely at street level and not in cover. You can re-roll all failed hit and wound rolls when resolving shots at that enemy unit.



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Victory Conditions:



The Capital Building is worth 5 Victory Points at the end of the game.

There will be one objective behind each Fortress worth 2 Victory Points at the end of the game.

There will be 4 objectives in the city each worth 1 Victory Point.

If the Attackers have more models in the trenches or closer to the Capital Building than they do in No Man's Land or their Deployment Zones at the end of the game then the Attackers get 2 victory points otherwise the Defenders get 2 Victory Points.







The game will end at 6pm, whatever turn you are on or whatever phase it is doesn't matter. Dice are down at 6pm and a winner is declared. Whichever side has the most Victory Points at 6pm is the winner.

Friday, December 7, 2018

100 PL Iron Warriors Vs Marines Errant City Fight!

Right after the previous battle with the Orks and Salamanders, my good friend Pen Dull showed up.

We then rearranged the battlefield and played a scenario I came up with last week.

We played the scenario using my expanded City Fight rules, which are the basic rules for Cities of Death in the main rule book but with a few minor tweaks.

Any rules that aren't described in my rules are assumed to be described elsewhere in the main rule book, such as obstacles (tank traps and razorwire).

The following rules are possibly the rules we will be using for the Last Stand on Doric-Ar1 Saturday Big Game.


Modified City Fight BattleZone Rules

City Ruins
Unless they can Fly, Vehicles, Monsters and Bikes can only end their move on the ground floor of ruins.
Infantry are assumed to be able to scale walls and traverse through windows, doors and portals readily.  These models can therefore move through the floors and walls of a ruin without further impediment unless the particular ruin has specific rules governing its accessibility.
Infantry that are on or behind a ruin receive the benefit of cover as long as at least 50% of the unit is in or behind the ruins.  Infantry units that do not move in their movement phase may add 2 to their cover save instead of the usual 1 against all shooting attacks.  Non-Infantry units only receive the benefit of cover if at least 50% of the model is actually obscured from the point of view of the firer and is within the ruin. <- big="" font="" game.="" good.="" i="" in="" is="" italicized="" last="" nbsp="" not="" part="" perhaps="" that="" the="" think="" this="" use="" very="" we="" will="">

Height Advantage
A model gains a height advantage whilst occupying the upper levels of a city ruin and shooting at a unit that is either at street level or within a lower level of city ruins.  To gain a height advantage every model in the target unit must be on levels that are 3” or more below that of the firing model.  If a model shoots with a height advantage, the target does not receive any of the benefits of cover.

Streets and Roads
You can move a model an extra 2” if it spends its entire Movement phase on a street or road (move a model and extra 4” if it advances.) This has no effect on units that can Fly.

Fire in the Hole
Re-roll all failed wound rolls made when a model throws a Grenade at a unit on or in ruins.  Furthermore, if a Grenade makes a random number of attacks, that Grenade always makes the maximum number of attacks instead.
When a unit fires a Flamer and other flame-type weapons (usually weapons that auto-hit d6 times, are 8” range and are considered flame or chemical-type weapons in the background) at another unit in cover the unit being fired upon receives no benefit for being in cover.


City Fight Strategems

2 CP - Sewer Rats: This stratagem is used just before you set up an Infantry unit during deployment.  Instead of setting that unit up on the battlefield, they are infiltrating the city’s sewer system.  At the end of any of your Movement phases, you can set up the unit anywhere on the battlefield at street level that is more than 9” from any enemy model and not in a city ruin.

1 CP – Medical Facility: This stratagem is used after both sides have deployed, but before the first battle round begins.  Nominate a single city ruin to house the Medicae Facility.  Roll a dice each time a model loses a wound whilst occupying that city ruin: on a 6, the model has been healed and does not lose the wound.

1 CP – Booby Traps: This stratagem is used after both sides have deployed but before the first battle round begins.  Secretly nominate a single city ruin to house the Booby traps and write this down – this cannot be a city ruin that is currently occupied by any models.  The first time any model, moves into the city ruin, they trigger the Booby Traps and suffer D3 mortal wounds (D6 if they were advancing).

1 CP – Death in the Streets: This stratagem can be used when a unit with a height advantage shoots an enemy unit that is entirely at street level and not in cover.  You can re-roll all failed hit and wound rolls when resolving shots at that enemy unit.

 The Scenario I titled: The Assault on Marluune 3210

Here are the scenario rules:

Deployment:
Note: The Iron Warriors are the Attackers.
Both sides roll off.  The player who rolls highest may choose to deploy their first or second.
Each player alternates deploying one unit until both sides have deployed their entire force.
The players then roll off to determine who goes first, with the winner of the roll choosing who goes first.  Whomever finished deploying first adds 1 to this roll.
The player who was determined to go second may then attempt to Seize the Initiative.


Special Rules:

· The Modified City Fight Battlezone rules are used in this scenario and the battlefield should be heavy ruins.

· The Attacker picks a Ruse Card from the Open War Deck, then the defender picks a random Ruse Card from what remains. 

· Command Bunker: The Defender must deploy a Command Bunker in the center of their Deployment Zone. It uses the rules for Bunkers from the Stronghold Assault Battle Zone.  The Command Bunker uses the Targeting Augur special rules from the Bunker Assault Mission.

· Attack at Dawn: The first turn is shortly before sunrise so every shooting attack suffers a –1 to hit due to low visibility.

Game Length:

At the end of turn 5 roll a die, if a 5+ is rolled the game continues to a final turn 6.

Victory Conditions:

Each ruins within the Defenders Deployment Zone is worth 1 VP to the Defender if it is held at the end of the game or 2 VP for the attacker.  A ruin is held by a player if that player has more models inside it at the end of the game then the opponent.

Each enemy Warlord is worth 2 VP.

The game immediately ends if the Attacker ends one of their turns with an Infantry unit garrisoning the Command Bunker.


The Scenario calls for me to pick a Ruse ahead of time and then for my opponent to pick a random Ruse from the remaining Ruse deck.

 My Ruse

His Ruse


 Here are some pictures from the game.

I forgot to take a picture of the deployment so this is the first turn.  Note, I have already used my ruse to hit his flank. Without the ruses I would have had a difficult time getting to his lines.

My Deployment in my deployment zone.  I have 2 squads of Havocs on the second floor of ruins, one with lascannons and one with missile launchers. 

He begins to deal with my "outflankers".

 A view of the whole board on turn 1.

One of my marine squads is gone after his first turn.

His reserves arrive in a drop pod.

 I respond with a marine unit jumping out of a rhino to fire on the drop-podders.

My cultists scuttle through some ruins, trying to remain in cover.

Another squad of Cultists and the reaction squad of Marines.

 I eventually destroy the drop pod and my forces advance.

 Obliterators versus Terminators.

His firepower is still impressive.

My Sorceror tries to cast some powers.

 After a successful round of shooting the terminators are eliminated and I control most of the board.

At the end of the game I control more ruins than he does.

We had a great game.  It was fun trying out those modified city fight rules.  I think the scenario was also pretty fun. I ended up winning because I controlled more buildings than he did.

I just found out that new city fight rules will soon be released so I will look at those and possibly use them straight out of the box for the big game.  Only time will tell.

This weekend I have a Space Marine and Inquisition VS Orks matchup and next Thursday I will be back to playing Necromunda!

I will try and take some pictures of those events.

Until next time....

Wednesday, November 7, 2018

ORKS! My thoughts on the new codex and a Battle Report!

I have been a bit down on 40k recently.

I have not been excited to play or build or paint.

And then something happened.  Games Workshop began releasing pictures of their new Ork vehicles.  All the new "buggies" that have replaced the old buggies.

The Kustom Boosta-Blastas, the Shokkjump Dragstas, Boomdakka Snazzwagons, Megatrakk Scrapjets, and Rukkatrukk Squigbuggies are really cool!

Orks have snuck back into my brain.

My friend Ryan challenged me to a game using the new codex which wasn't out until this past Saturday.  I had work to do.

Many years ago, during 5th edition, I built a huge Ork army of about 6,500 points for one of my group's Big Games.  The game was Orks Vs Imperials and at the time I only had Iron Warriors so I had to build an army and I chose Orks.

 Big Game 2010

Last week, I dug out most of the models.

My Evil Sunz Waaagh!

The army needed some updating because most of the Battlewagons were in bad shape, some of the Trukks were broken, and some of the models don't exist within the new codex.

My stompa needs to have a Mega-Choppa.  I built him as an Evil-Eye-in-Da-Sky Stompa, which was one of the Apocalypse variants back during 5th edition.  It actually used to launch Deff Koptas each turn and if it was destroyed, the Big Mek could escape on his own Deff Kopta and become an additional objective! 

The smaller Stompa is whats known as a Digga Stompa.  It was originally in Epic and then ArmorCast made a 40k scale model in the late 90s and then Bell Of Lost Souls came out with an expansion that gave it rules in 5th edition, so I built one from scratch.

Between the two stompas is a Battle Fortress which I also built from scratch based on a Bell of Lost Souls Apocalypse Supplement.


I dug through my ork bits and found a bunch of models that need to be painted.  I found a whole unit of Boyz, 12 more Ard Boyz, 4 old trukks from 2nd edition and 40 Grots just waiting to be painted up!

I knew that just using the models I had wouldn't be good enough.  I had to get some of the new models but because of the time crunch I wouldn't be able to get to the GW store or order them online and get them before Saturday which was less than a week away at this point.

I decided to build one of the new buggies from bits I had lying around.  I looked at the pictures online and decided the one that would be easiest to build was the Kustom Boosta-Blasta.  I got to work on Tuesday night and chopped up an old Trukk and glued a bunch of bits together and came up with this:






I think it turned out pretty good!

I wasn't able to get it painted up but I knew Ryan wouldn't mind.

Saturday morning came and got up early and went onto GW Digital Editions and bought the ePub, downloaded it to my tablet and I was ready to go.

Here was the army list (100 PL) I came up with:

HQ - 

Warboss Tank Krumpla
Shiny Gubbins: Da Killa Klaw
Kombi-Scorcha
Attack Squig
Warlord Trait: Big Killa Boss
PL: 4

Warboss
Big Choppa
Combi-Shoota
Attack Squig
PL: 4

Big Mek in Mega Armor
Kombi-Scorcha
Kustom-Force-Feild
Grot Oiler
PL: 6

Elites - 

Painboy
PL: 3

Painboy
PL: 3

Runtherd
PL: 2

Runtherd
PL: 2

8 Tank Bustas
1 Tankhammer
PL: 8

10 Nobz
Mix of weapons
PL: 14

Troops - 

9 Boyz, 1 w/rokkit launcha
1 Nob with Powerklaw and Slugga
PL: 4

9 Boyz, 1 w/rokkit launcha
1 Nob with Powerklaw and Slugga
PL: 4

9 Boyz, 1 w/rokkit launcha
1 Nob with Powerklaw and Slugga
PL: 4
19 Ard Boyz 2 w/rokkit launchas
1 Nob with Power Klaw and Slugga
PL: 7

20 Gretchin
PL: 2

20 Gretchin
PL: 2

Fast Attack - 

Kustom Boosta-Blasta
PL: 5

3 Deff Koptas with Twin Big Shootas
PL: 5

3 Deff Koptas with Kopta Rockits
PL: 5

Heavy Support - 

Battle Wagon
2 Big Shootas
Ard Case
Kill Cannon
Deff Rolla
PL: 8

Transport:

Trukk with Big Shoota
PL: 3

Trukk with Big Shoota
PL: 3

Trukk with Big Shoota
PL: 3

Total PL:  101

(Ryan also took a total of 101 PL.)


We used the Open War Deck to generate the mission just because that was the easiest way to come up with a mission that we hadn't already played.



I forgot to take a picture of the deployment but basically I lined everything up on my deployment zone edge as close to his army as possible.

I also Seized the Initiative.

I had a squad of 10 Nobz, a Pain Boy and my Warboss; Tank Krumpla charge out of their Battlewagon turn one and into his squad of Primaris Marines.  The Orks crushed them.

He was able to counter the next turn with lots of shooting and a charge by his veterans.

Turn 2, the Nobz are gone.

 The Ard Boyz.

Space Marine Centurions just blow Orks away.

The Kustom Boosta-Blasta and Deff Koptas charge a Rhino.

The Ard Boyz swarm the Veterans.

Orks and Grots try to gang up on the Centurions.

Boyz attack a Land Raider in close combat, to little effect.

The Centurions finally go down.

The Space Marines begin to take control.

We ended it here since I had to get a game in with Pen Dull who had just arrived.  I had a tight schedule to adhere to this day.

Ryan ended up winning 90 to 47.

It was a good game and very enlightening.

I also played a number of rules wrong.  

I didn't notice that choppas gave an extra attack and I also didn't realize Dakkadakkadakka also gave additional attacks on 6's.  I thought it was just always hit on 6's at worst.


I think the new codex is very good in that it brings new rules for all of the Ork Clans, it introduces new units and makes Orks a viable army in 40k.

It's unfortunate that a number of units were removed from the Index but for me at least it gives me the opportunity to revamp and update my Ork army.  I am excited to get to work on new models and finally paint up a lot of older models I haven't gotten to yet like the Grots.


Next up, a game of 40k featuring the Iron Warriors and the Marines Errant.


Wednesday, October 31, 2018

Last Stand on Doric-Ar1: A D-Con 2019 Big Game

So in February my gaming group is organizing their first ever Con-style Big Game.  Its still mostly an invite-only event but various members of the group are running various games on the Friday and Saturday of the Con.

I have decided to run a 40k big game with my buddy Greg.  We have titled it: The Last Stand on Doric-Ar1.

This event will span Friday and Saturday.  It is supposed to harken back to big games of old.  It will include elements of games we have played in and games we have always wanted to play in.

The idea is that the Imperials and their allies have been pushed back to one city on Doric-Ar1 and that Chaos and their allies are attempting to crush the final remnants of resistance.

In different sectors of the city proper and in outskirts of the city the Chaos-led forces are trying to take resources from the defenders and then push into the center of the city and take the capital building.

On Friday there will be 4 games of one-on-one or possibly two-on-one.  These games are at the different sectors of the city.  Each game has a specific objective that if the Attackers get will hamper the Defenders on Saturday.  Some objectives may be deemed more valuable by one side or the other and so tat side must allocate their resources to defending or taking the objective(s) on Friday. 

Each team will have a certain number of Power Level Points total that they can draw from for the Friday games and the Saturday game.  Once points are taken from the pool they are gone for the rest of the weekend.  The games on Friday have a minimum of 75 PL per side in the game to force people to play the Friday games.

The Attackers will have more PL points than the Defenders but that will be balanced out by the table layout and extra units and rules for the Defenders on Saturday and the outcomes of the games on Friday.

Now with the basics out of the way, I am going to post the Friday Missions here.



Titan table rules

Deployment
The Defenders deploy first, alternate deploying one unit at a time per usual.
Roll off for first turn; winner chooses to go first or second.
Whoever goes second can then attempt to seize the initiative to go first instead.

Terrain and table setup
The Warhound Titan is in the center of the table inside an industrial zone.  It is being assembled during the battle and it is covered in scaffolding.
Space crates, shipping containers and crates and barrels provide cover within the Defenders deployment zone.
The table is covered in a tan felt and is a desert-esque environment.
Dead trees litter the table.
Tan hills are spread around.

Game Length
After turn 3 roll a die and consult the following table:
After turn 3 roll a d6 on a 3+ the game continues
After turn 4 roll a d6 on a 4+ the game continues
After turn 5 roll a d6 on a 5+ the game continues
The game ends at the end of turn 6.

Win condition
Whomever has the most scoring models at the end of the game within 3” of either foot of the Warhound Titan is the winner.

Special Rules:
- Units hit with flamer-type weapons do not get cover save bonuses.
- Only units without the TITAN keyword and have legs can score.

Rewards for success:
If the attacker wins the defender is denied the use of a Warhound Titan in Saturday’s game.
If the defender wins then they get a free Warhound Titan armed with a Vulcan Mega Bolter and Turbo Laser Destructor.
The rules for the Warhound Titan can be found in the Forgeworld book; Index: Forces of the Astra Militarum



Void Shield Generator table rules

Deployment
The Defenders deploy first, alternate deploying one unit at a time per usual.
Roll off for first turn; winner chooses to go first or second.
Whoever goes second can then attempt to seize the initiative to go first instead.

Terrain and table setup
The Shield Generator is a non-destructible building.
The table will be covered in green felt and it has forests which use the standard rules for Woods as listed in the main rulebook on page 248.
There is a line of light fortifications which use the rules for barricades as listed in the main rulebook on page 249.
A river runs through the battlefield from the lower left corner to the upper right corner on the map.  The river rules are as follows:
- Units moving into, out of, or through the river must half their movement no matter what type of movement it is. 
- Shooting at units who are wholly or partially in the river grants the firer a +1 to hit the unit in or partially in the river.

Game Length
The game has no turn limit.

Win condition
The game ends immediately if the Attacker has assaulted and subsequently held the building for one full game turn.

Special Rules:
- Units hit with flamer-type weapons do not get cover save bonuses.
- Only units without the TITAN keyword and have legs can score.
- Units that traditionally could traverse water features without negative impact on them may do so in this mission.

Rewards for success:
If the attacker wins then their side gets to use the Tactical Reserves rule listed on page 215 of the main rule book in the game on Saturday.
If the defender wins then the attacker may not use the Tactical Reserves rule on Saturday and their entire army MUST be deployed on the battlefield at the beginning of the game.



Teleportarium table rules

Deployment
The defender deploys 1 unit in the circle in the center of the board first
The attacker then deploys 1 unit in their Zone second.
The remainder of both armies then start in Tactical Reserve as per the main rulebook on page 215.
Then the players roll off for first turn, whomever rolled highest picks to go first or second, the player going second may attempt the seize the initiative.
The players use Staggered Reserves to handle their Tactical Reserves (see Special Rules below).

Terrain and table setup
The table is made up of light city / ruined city terrain.
The Teleportarium itself is an indestructible building.
The Attackers zone is lighter city terrain; it’s the edge of the city.

Game Length
The Game ends at the end of turn 6.

Win condition
At the end of turn 6 whomever has the most scoring models within 3” of the teleportarium wins.

Special Rules:
- Units hit with flamer-type weapons do not get cover save bonuses.
- Only units without the TITAN keyword and have legs can score.
- Staggered Reserves.
Staggered Reserves: Unless a unit has a special rule that describes how it can arrive from Tactical Reserves, the rest of each side’s unit arrives as follows (Note that units will not be destroyed if left in Tactical Reserves beyond turn 3 unlike what the main rulebook says.):
The unit may move onto the board from a board edge that is touching their Zone.
Staggered Reserves arrive from Tactical Reserves as follows:
Turn 1: Each side may bring on 1 unit from Tactical Reserves.
Turn 2: Each side may bring on up to ¼ (round down) of their starting number of units on the board.
Turn 3: Each side may bring on up to ½ (round down) of their starting number of units on the board.
Turn 4: Each side brings on the rest of their army.

Rewards for success:
If the attackers win this mission then the defenders may not use Tactical Reserves (p.215 main rule book) on Saturday.
If the defenders win this mission then the defenders may use Tactical Reserves on Saturday.




Munitorum table rules

Deployment
The defender deploys first, inside of any of the three 1’ squares.  The defender can place any amount of units in Tactical Reserves.  When the unit arrives from Tactical reserves it can either deploy as per the rules on the unit’s datasheet or it can move onto the table from any deployment zone edge.
The attacker then deploys after the defender is done deploying and can deploy up to ¼ of infantry units 18” away from and defender’s model.
The rest of the attacker’s army can deploy in their deployment zone and can use the Tactical Reserves rule as normal. (see page 215 main rule book.)
Roll off for first turn.  The high roll goes first and the side that goes second may attempt to seize the initiative.

Terrain and table setup
The table is an industrial / city / ruins table.

Game Length and Win Condition
The game ends immediately if the attacker gets the bomb into one of the three 3” zones within one of the defender’s deployment zones.  Random Game Length: after turn 3 on a 6+ the game is over, after turn 4 on a 5+ the game is over, after turn 5 on a 4+ the game is over.  Turn 6 is the final turn.  If the game finishes and the attacker hasn’t gotten the bomb into one of the three 3” zones then the defenders win.

Special Rules:
- Units hit with flamer-type weapons do not get cover save bonuses.
- Night Fight for 1st turn (-1 to hit enemy units; 6+ to hit being the worst)
- Only units without the TITAN keyword and have legs can score.
- The Bomb.  See below.
 One of the attacker’s infantry units has a bomb and only infantry units may carry the bomb.  (The Bomb will be represented by a model but will not be on the table initially.) The attacker must note on his or her army list which unit has the bomb before the game begins. 
If the unit carrying the bomb is completely destroyed then the bomb is dropped and represented by a bomb model.  The bomb model needs to be placed within 1” of where the last model from the unit which was carrying it was destroyed. 
A unit carrying the bomb may embark on a transport but may not begin the game mounted in a transport.  The transport may not have the Flyer keyword. 
If a unit has the bomb and wishes to give it to another infantry units, the attacker must declare which unit has the bomb and which unit they wish to give the bomb to.  This can happen at any point during the attackers turn.  The two units exchanging the bomb must have at least one model within 1” of each other.
The attacker cannot voluntarily drop the bomb and can only exchange the bomb or drop it if the unit carrying it was completely destroyed.  If the bomb is on the table because the unit carrying it was destroyed and another attacker’s unit wishes to pick it up it needs to get within 1” of the bomb at any point during its turn.

Rewards for success:
If the attackers win this mission then the defenders have limited ammo for their weapon emplacements on Saturday.
If the defenders win this mission then the defenders have unlimited ammo for their weapon emplacements on Saturday.



I will post more rules in the future.