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Shadow of War: Emperor of the Mountain


Teetengee

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Players: 4-6

Points: 500
Army selection: 1-4 Troops, 0-1 HQ*, 0-2 Elites, 0-1 FA, 0-1 HS from a single codex.
(*Harlequins treat the Solitaire as HQ for this purpose, and Cult Mech and Ad Mech can be combined.)

 

Board setup.
Place a 4" diameter objective in the middle of the board, surrounded by difficult terrain. Then place a building for each player evenly spaced in a circle about 18-24" from the 4" objective. Place remaining terrain as feels appropriate. Each deployment zone is the space between two buildings, limited to the space in between the lines drawn by the two front corners and two back corners of the buildings delimiting that space.


                         Objective

-------______ __________ ______ ------      

Building 1  //                   \\   Building 2  \

               //  Deployment   \\                    \

              //                       \\                     \

-----____//_______________\\_____---------

Gameplay. Randomize turn order. Whoever goes first chooses their deployment zone and deploys first, followed by each remaining player in turn order.

Psychic Phase:
In the first psychic phase of each turn, each player generates a number of persistent dispel dice equal to what they would normally generate each turn. These may be used on any of the psychic phases of that game turn, but only may be used once, rather than in each psychic phase.

During a player's own psychic phase, they generate warp charges as normal, but the dispel dice randomly generated (rather than generated by a specific player) are distributed evenly among the remaining players, with the remainder assigned randomly to as many opponents as possible. Those dice must be used on the turn generated.

Turn order: Turn order proceeds normally, although players may not seize the initiative.

At the end of each player turn, if only one player has models actually on the center objective, that player gains a victory point. Player's can also gain victory points for slay the warlord.

The game runs 5-7 turns normally, although if no player has models on the objective at the end of any game turn past game three, roll a D6, on a 1-3, the game ends.

Whichever player has the most vp at the end of the game, even if they have no remaining models on the board, wins.

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  • 2 months later...

Shooting into close combat you are not a part of. Randomize all hits between all models in the combat (weighted by bulkiness (bulky counts as 2, very as 3, extremely as 5, vehicles as 10)), then roll to wound against each unit individually and reassign as per normal to the units in the close combat.

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