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Conflict: Tau Online
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Old 07 Mar 2006, 19:57   #1 (permalink)
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Default Conflict: Tau Online

Conflict: Tau Online

Conflict: Tau Online is a dice-based strategy game. All you need is a dice-roller (which, helpfully, I have provided!). It can be played online… but please, no cheating!

Dice Roller.

1. The Basics:

Both sides have six Units.

The gaming area is split into three “Waves”. Each wave represents a different area of the field, and suits different units.

The First Wave is best suited for combat units, as only units in the First Wave can fight.

The Second Wave is best for supporting units, who can aid their allies in battle.

The Third Wave is best suited to Artillery, which can fire at enemy units.


The objective is to destroy four enemy Units, or to take over your opponents First and Second Wave. The first player to do this is the winner.

If both sides destroy four enemy Units in the same turn, continue playing until one side has more kills than the other. If both sides conquer their opponent’s First and Second waves in the same turn, the side which has destroyed the most enemy Units is the winner, resolving further draws as above.

2. The Turn Sequence:

1. Restore all units to the Ready position, unless stated otherwise.
2. Roll for Action Points.
3. Position units.
4. Issue Orders.
5. Use Special Abilities (note: players who do not use Characters can ignore this phase).
6. Resolve Bombardment Orders.
7. Resolve Combat.
8. Check Victory Conditions.

3. Action Points:
At the start of their turn, a player rolls a D6. This is the number of Action Points he has to spend. How these points can be spent is listed below, in Unit Positions and Orders.

The term “Action” refers to anything that would require spending an Action Point.

4. Unit Positions:
Units can be used in a variety of different ways, generally referred to as “Positions”. Each Position gives different benefits, and de-benefits. It costs one Action Point to change a unit’s position.

Note that, unless stated otherwise, all units return to the Ready position at the start of the player’s turn, before Action Points are rolled for.

Ready: Units in the Ready position are default. They gain no benefits, or penalties.


Assault: Units in the Assault position are seeking to actively engage the enemy. A unit in the assault position gains a +1 modifier to melee and firefight rolls, but a -1 to resist bombardment.

Bombard: A unit in the Bombard position may engage in Bombardment. Note that only units designated as Artillery may use the Bombard position.

Brace: The Brace position represents the unit going defensive. The unit gains a +1 modifier to all combat rolls it has to make as the defender (melee, firefights and bombardments), but cannot initiate a combat itself.

Flanking: A unit that enters the Flanking position may move to disrupt enemy actions. If a Flanking unit moves into combat with an enemy that is engaged by an ally, the enemy unit suffers a -2 to its combat roll. Note that whilst Flanking, the unit does not actually attack, nor is it attacked in return.
If a combat becomes Locked with a Flanking unit involved, the Flanking unit is also Locked, and so cannot act until the combat ends (though they continue granting the modifier throughout).


Confused: Units that are in the Confused position are unable to act (save to make combat rolls). The unit remains Confused until an Action Point is spent to restore them to the Ready position. Note that a unit returned to the Ready position from being Confused may change to another position immediately if you wish.
Whilst Confused, a unit suffers a -1 modifier to all combat rolls, and cannot Support an allied unit.

Shaken: A unit that is Shaken suffers a -1 to all combat rolls, and is unable to act until one full turn has passed since it became Confused (for example, if a unit becomes Shaken in Player A’s Bombardment Phase, it remains shaken until the end of Player A’s next Bombardment Phase). After this, it automatically returns to the Ready position.

Locked: A Locked unit can perform no actions, save fight in combat. A unit only ceases to be Locked if its opponent is destroyed, or forced to retreat. Should this happen, it automatically returns to the Ready position.
Locked units cannot be attacked in any way, except by other Locked units in the combat. Supporting units are never assumed to be Locked, and can be attacked separately.

5. Orders:
Orders allow you to perform actions, usually fighting actions!

Assault: The unit engages an enemy unit in hand to hand. Resolve a Combat using the Assault values of both units in the Combat Phase.
Units can only Assault if in the First Wave.

Bombardment: the unit may make a Bombardment in the Bombardment Phase.
A unit in the Third Wave can bombard enemies in the First Wave. A unit in the Second Wave can bombard enemies in the First or Second waves. A unit in the First Wave can bombard enemies in any Wave.

Fire: The unit engages an enemy unit in shooting. Resolve a Combat using the Firefight values of both units in the Combat Phase.
Units can only Fire in the First Wave.

Support: The unit supports a chosen ally, granting the allied unit a +1 modifier to their Combat roll. You cannot support a unit making a Bombardment.
Note that a unit given a Support order continues to Support the chosen ally until the Supporting unit becomes Shaken, Confused, Locked, is given a change of Position, or is given an Order (which can be to Support another unit).

6. Combat:
Combat is a simple affair. Both sides roll a D6, and add all appropriate modifiers.

The side that rolled lowest should check their Unit list for any special rules that apply to losing to certain types of enemy. If no specific rule applies, the unit becomes Shaken.

If one side’s score is double or more their opponents, the loser becomes Confused.

If a unit loses combat whilst Shaken or Confused, it is normally destroyed.

Once a combat is resolved, both sides are free to act again normally in their next turn, unless they become Locked.

Bombardment: Bombardment is rarely intended to kill an enemy unit, just to pin and disrupt them. To represent this, a unit cannot be destroyed by Bombardment, unless stated in their unit rules. A Shaken unit that loses a combat roll against Bombardment becomes Confused.

In addition, an artillery units that loses a combat whilst making a Bombardment suffers no ill effects; the bombardment simply did not work!

7. Capturing Waves, and how it affects Orders and Positions:
If all the units in a Wave are destroyed, the Wave is lost. The player’s Second Wave becomes their new First Wave, and their Third Wave becomes their Second Wave.

The primary difference this makes is that you can now attack Second Wave units directly, and as these units tend to be weaker, it’s a bad thing for your opponent!

There is no limit to how many Units you put in a wave. However, if a Wave has no units in it, and the Wave before it is lost, the empty wave is also lost… for this reason, it’s wise to keep units in your Second wave!

You must have at least three units in your First Wave.

8. Special Rules:

Artillery: The unit may engage in Bombardment.

Assault Troops: When a unit with the Assault Troops special rule makes an Assault Action, all combatants are Locked.

Drilled: Drilled units are exceptionally brave forces. They do not become Shaken when losing a combat.

First-Fire: A First-Fire unit may make a Fire action for free in the Combat phase. If the unit is given an Order, First-Fire has no effect.

Frenzy: Units with Frenzy that win an Assault action against Infantry automatically destroy the unit.

Furious Charge: A unit with Furious Charge may make an Assault action for free in the Combat phase. If the unit is given an Order, Furious Charge has no effect.

Pinning: When a unit with Pinning makes a Fire action, all combatants are Locked.

Skirmishers: Skirmisher units cannot be Flanked.


9. Unit Types

Units come in several types: Infantry, Cavalry (this includes Bikes), Vehicles and Tanks. Different units are stronger (or weaker) against different unit types. The unit types themselves have no inherent special rules.

10. Army Lists

Tau:
Two Fire-warrior Units.
One Fire-warrior Unit OR one Kroot Mercenary Unit.
One Pathfinder Unit OR one Stealth Suit Unit.
One Crisis Suit Unit.
One Broadside Unit OR one Hammerhead.

Fire-Warriors:
Infantry, +5 Firefight, +2 Melee.
Destroyed if beaten in Assault.

Kroot Mercenaries:
Infantry, +2 Firefight, +2 Melee. Skirmishers.
Destroyed if beaten by Cavalry, Vehicles or Tanks in Assault.

Pathfinders:
Infantry, +3 Firefight, +2 Melee. Pinning.
Destroyed if beaten by Vehicles or Tanks in Assault.

Stealth Suits:
Vehicle, +5 Firefight, +2 Melee. Pinning.
Destroyed if beaten by Drilled units or Tanks.

Crisis Suits:
Vehicle, +5 Firefight, +2 Melee. Drilled.
Destroyed if beaten by Frenzied units.

Broadsides:
Vehicle, +3 Firefight, +0 Melee. Artillery, Drilled.
Destroyed if beaten by Frenzied units.

Hammerhead:
Tank, +5 Firefight, +0 Melee.


Guard:

Three Guard Infantry Units.
One Leman Russ Unit.
One Leman Russ Unit OR Demolisher Unit OR Griffon Unit.
Any two of the following: Guard Infantry Unit, Ratling Sniper Unit. Stormtrooper Unit. Griffon Unit. Leman Russ Unit. Demolisher Unit. Hellhound Unit. Sentinel Unit.

Guard Infantry:
Infantry, +3 Firefight, +2 Melee.

Leman Russ:
Tank, +5 Firefight, +1 Melee. Drilled.
Destroyed if loses combat whilst Flanked.

Demolisher:
Tank, +3 Firefight, +3 Melee. Drilled.

Griffon:
Vehicle, +4 Firefight, +0 Melee. Artillery.
Destroyed if beaten by Tanks.

Stormtroopers:
Infantry, +3 Firefight, +3 Melee. Drilled.

Ratling Snipers:
Infantry, +4 Firefight, +1 Melee. Pinning.
Destroyed if beaten in Assault.

Hellhound:
Vehicle, +2 Firefight, +3 Melee. Assault Troops
Destroyed if beaten by Tanks.

Sentinels:
Vehicle, +3 Firefight, +2 Melee. First Fire
Destroyed if beaten by Tanks.
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