hmm.. i spent all of last night thinking up rules for this board, and here they are:
Board Design/Brief
The Brief description of this board is just an assault against a fortress sort of set-up.
It consists of an icy path (leading to the fortress).
1 – 2 big icy boulders at the bottom of the hill to provide cover (on both sides).
2 trenches on each side to provide more cover (meaning 4 in total)
On the last trenches toward the fortress, are to have slopes to make easy passageway in/out of the trench.
The Fortress will have 2 twin linked heavy bolters outside the fortress with AV12 (can be destroyed).
The fortress will have 1 big heavy door on each tower (2 in total) and they count as firing points.
At the top of each tower, will be Missile launchers or more twin linked heavy bolter turrets with AV12 (can be destroyed). Also meaning, a unit can enter the big heavy door, and wait a turn to climb up the stairs to the top of the tower to shoot the weapons at the top of the tower.
The Big heavy Entrance door to the fortress will have AV14 (being able to be blasted open) and takes a turn for a unit to pass through the door, due to its massive size, and its slow movement of opening/closing.
The Fortress will also have a power regenerator, which means selecting one unit at the beginning of the turn and re-roll all failed shooting rolls to hit.
There will be slopes against the fortress to gain entry to the doors in the towers, these will count as difficult terrain, and on the inside of the fortress, will have passageways alongside the wall, being able to shoot from the side (if desired, the unit can enter the door at the bottom, wait a turn and emerge from the door/s on the walls edge, or vice versa, enter the door from the wall, wait, and emerge out of the fortress.
The home planet will be set on any random snow planet when decided, unless the defender is playing Space Wolves, if the defender is playing Space Wolves, then he may have the ability to select one unit each turn to re-roll a failed morale check (second result is final).
Before the game begins, we roll to see the conditions the weather will be on that certain day of battle, on a 1-3 it’s a nice easy sunny day so normal rules apply.
If rolled on a 4-6 then there is a blizzard around on that day, so roll again.
On the roll of a 1-3 the blizzard starts early and consists from turn 1 to 4.
If u roll a 4-6 then it consists from turn 4/5 to 7/8.
If there is a blizzard, then we will use the Night fight rules to see how far u can shoot (please remind me on how to play a night fight mission, I haven’t played one in about a year, I think it was.. 2D6 x 3 is how far you can see)
And so happen that there is a rune priest on the field, and has casted the storm caller ability or whatever its called during the time of the blizzard, the player gains 1+ to their cover save.
The Attackers will also gain 1+ to their cover saves if in cover, if not, then they conver up a 6+ cover save for being out in the open, chances are the blizzard blew away a shot from someone (don’t know how that will work with a lascannon :|)
Finally, if being played on, it will count as an annihilation mission, but with the purposes of the attackers annihilating the defenders, and the defenders killing of the attackers while trying to keep their defences up. This game will use the long table edges set up meaning 12” deployment (but the table will be played long ways, have fun trying to advance up the hill :|
) and will be played on probably a turn count of 7 – 8 (due to playing long ways).
Hopefully this will be an awesome board, once its built, and if there is any ideas you can add to this, much appreciated =D
5th Edition With The Wolves:
17 Wins, 3 Tie, 8 Losses
Hold The Line! You Will Not Fear! You Will Not Faulter! You Will Not Let These Foul Xenos Gain Ground!
(or Mighty Haegr will thrash you all, and consume your ale/mead)