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Campaign Rules
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Old 12 Mar 2009, 15:05   #1 (permalink)
Shas'Saal
 
Join Date: Aug 2008
Location: Scotland
Posts: 211
Default Campaign Rules

Gents, Ladies, all,

Can you have a look over the following and let me know what you think of it. Constructive critisism only please.

Cheers

Andrew



Gothic

Planetary Assault.
Attacker win. Space superiority
USRs now available
Deep Strike
Preliminary Bombardment (Roll d6, on a 6 unit hit by random ortillery)
or
Orbital Bombardment (As per SM rules)

Defender Loss
USRs lost
Drop Pods
Teleporters
Orbital bombardment
Deep Strike reduced to self propelled.


Draw. Space contested
No restrictions to USRs for either side.

Defender win. Space superiority
USRs available
Preliminary Bombardment

Attacker loss
Deep Strike reduced to self propelled.


40K

Army ratio system for points.
Eg 5:4 = 1000:800

Special events? (ie ground defences bought under the Gothic battle)

Airfield.
One formation 2 space move.
or
No enemy DS allowed in a sector.

Gun emplacement.
Controlling faction gains PB, yes that means that you could have 2 or even 3 PB. Type determined by emplacement.
and
No enemy DS allowed. (Guns only.)

Fortifications.

Defender may fortify a location up to 3 times. Each fortification allows one army point to counted as two when determining ratio. Eg 5 armies are attacking a sector which has 4 armies defending an area with 2 fortifications. The points ratio will be 54+2)6.
Another example. 4 armies are attacking a sector with only 1 army and 3 fortifications. The ratio will be 41+1)2. Each army can only be doubled once.


Locations (Imp/contested(destroyed)/Tau)

Medica
Lose 1 less army. / Nil / Nil

Armoury
One free equipment upgrade for each unit. / Nil / Enemy vehicles become 0-1

Hall of Heroes
All D’naught army, 1 free D’naught in each army Finite resource. (Max of 60 in campaign) / Nil / D’naught 0-1

Shrine/HQ
Nil / Nil / -1 ld overallNo automatic pass/fail Enemy gain Preferred Enemy USR

Geography may have impassable terrain? tbc.
Only two events or locations in each sector. Eg an airfield and the Hall of Heroes Fortifications do not count to this limit.


Turns

Tau
Movement.
Each player may make take one action. This will be one of the following.

1. Move/Attack. The player may move all or some armies from 1 sector to a neighbouring sector. They may only move one sector, unless utilising an airfield special move.
2. Destroy. The player may destroy one enhancement in a sector as long as the army destroying it is not engaged in either this or the enemy phase. Eg one level fortification or Medica etc.
3. Build fortifications. (This will be the default is a player misses a turn due to absence)

Reinforcements.
Armies not moved or used in the previous phase may move to reinforce other sectors. They may not move into areas captured in this turn.

SM
Movement.
Each player may make take one action. This will be one of the following.

4. Move/Attack. The player may move all or some armies from 1 sector to a neighbouring sector. They may only move one sector, unless utilising an airfield special move.
5. Destroy. The player may destroy one enhancement in a sector as long as the army destroying it is not engaged in either this or the enemy phase. Eg one level fortification or Medica etc.
6. Build fortifications. (This will be the default is a player misses a turn due to absence)

Reinforcements.
Armies not moved or used in the previous phase may move to reinforce other sectors. They may not move into areas captured in this turn.



Results

Lose; -1 army
Casualties amount to more than 50% of army; -1 army
100% casualties; - 2 armies (Not cumulative)

The loser must retreat out of the sector to a neighbouring ‘friendly’ sector. If the loser cannot retreat, they lose double armies. If they still have armies left, battle continues over the next campaign phase. (And counts as an action)


I'll check back later on today.

Cheers all again

Andrew
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