Welcome to Librarium Online!
Destroy the other players base.
Game is played on a 6x4 table. Deployment zone is in opposite corners in a 24"x24" cube.
(This will be half way across the short side of the table, and 1/3 way across the long side)
Each player has a 12"x12" base in their deployment zone. The base has 9/9/9 armour and 100 damage points.
The game can be played with either a 1500, 2000, or 2500 point list.
There are no force organisation chart limits to your army list. You may have 4 heavy support choices and 8 troop choices for example.
A larger list wont take longer to play, but will add more tactical variety.
THE STRATEGIC ADVANTAGE...
Scattered throuout the table is D3+6 minor strategic markers worth 20 strategic points each, and a major strategic marker in the middle worth 50 points.
Strategic markers can be aquired by having a friendy model (troop choices only) within 3" of the marker and no enemy models within 6", at the start of your turn before the movement phase.
At the start of the turn before the strategic marker capturing phase, you gain an income of the sum of the strategic point values.
GETTING SET UP...
Players roll to see who deploys first as normal.
Players start with 1000 strategic points, which they may use to recruit any units from their army list.
Although you must deploy at least 1 HQ and 2 troop choices before the game starts.
At the start of your movement phase, you may elect to recruit new units. Simply deduct the cost of the unit from your strategic points.
You may purchase units from your army list that have not been recruited, or you may purchase units that have been eliminated previously as long as the entire unit has been eliminated.
If you dont have enough strategic points, then you cant recruit the unit.
You may NOT recruit partial units. The unit must be purchased as a whole.
You may NOT exceed the limits on the force organisation chart with what is on the table. For example, it is perfectly legal to have 4 heavy support choices in your list, but you may NOT have all 4 on the table at the same time.
Set the recruited unit up within 2" of the main base. The unit may move, shoot, and assault that turn, however it will always count as moving for that turn.
DESTROYING THE BASE...
The base is treated like a vehicle for targetting purposes, and has 9/9/9 armour and 100 damage points.
A glancing hit will inflict 1 damage point to the base.
A penetrating hit will inflict 1 damage point, plus an additional damage point for each value above the bases armour value.
For example, a lascannon hitting and rolling a 5 for penetration will score S9+5=14. This will inflict 1+(14-9) = 6 damage points.
When you reduce the opponents base to 0 damage points, the base is destroyed, and the opponent is considered to have scattered, surrendered, or been annihilated. You are the victor.
You may not deep strike or infiltrate into the opponets deployment zone.
If a deep striking unit scatters into the opponents deployment zone, then it is treated the same as scattering off the board edge, and is destroyed.
Last edited by joebloggs1987; July 11th, 2009 at 05:25.
It reads like it emulates the RTS gameplay well. I have read of other attempts to emulate Dawn of War before, but not like this.
How are the awards from the strategic points being used? I would suggest that they add their assigned points value to a running total for the player at the end of every turn he has it captured. Those points could be used to "respawn" killed units back at the base camp. Alternatively, you could have extra units in reserve that need to be payed for with the strategy points. You might also want to implement a rule that says a strategy point remains captured until an enemy contests or recaptures it. (I haven't played DoW, so you may be taking some of these gameplay mechanics for granted.)
Also, 20 wounds sounds excessive. I can imagine having effectively won the mission by wiping out all resistance, but then having to pound on the 20W base camp for 10 or so turns to finish the game. Instead, try starting out with something like 5-10 wounds on the base camp. It's still enough to take some time knocking down, but you won't be pummeling it all day long before it falls.
Overall, I think the concept could work very well. You will need the rules clearly written out and explained, or else things will get very confusing. You will also need a lot of time set aside for the game itself.
Last edited by Krovin-Rezh; July 7th, 2009 at 07:17.
I think both of your ideas mentioned could work quite well.
Perhaps writing say a 2000 point list, and deploying 1000 points of it, and earnings from strategic points can then be spent on either recruting selections from the rest of the list, or re-recruting eliminated selections.
If the building had 10 wounds, thats only 5 penetrating shots, something lascannons on a predator for example could achieve quite easily from a distance.
If people are interested in me making a fully detailed description of the rules for the mission, ill be happy to do it when i have a spare moment.
This sounds very good, but I think maybe amending the mechanic to 40K would be more along the lines of a Reserve roll or modifier etc rather than an income.
Your own reserves com on at the forward base, of course, and each strategic point that you capture, you could perhaps add +1 for a single reserve roll, with reserve rolls fixed at 6+ each turn?
Join the LO army system! http://www.librarium-online.com/foru...t&uniqueid=910
I like the idea. You would have to claim your income at the very start of your phase before movement and have them claimable as objectives (like you said but enemies in 3"). I think that buying new troops wouldn't be too complicated but there would need to be a system of what you could bring on, other wise could have loads of pure uba units come on. Maybe have a set list of X points and how many pts the unit is, is the cost of "buying them" to come on from reserve. Not sure if you like the idea but just my little impute.
"Should take you a while though because of your sloth like pace"
Click here and watch Gedderz try and cross the road
Lowering the wounds would be a bad idea. There are already a number of units that can practically take out the base on the first turn, Deathwing Assault, Necrons with Veil, Russ or Bassie heavy IG. With 5 wounds a single Deathwing squad could take out the base before the second player even got to touch their models. And we can't have DA being powerful now can we.Also, 20 wounds sounds excessive. I can imagine having effectively won the mission by wiping out all resistance, but then having to pound on the 20W base camp for 10 or so turns to finish the game. Instead, try starting out with something like 5-10 wounds on the base camp. It's still enough to take some time knocking down, but you won't be pummeling it all day long before it falls.
Veni Vidi Variant
I came, I saw, I got a different type of Leman Russ.
The spikey ones go faster.
98% of the teen population has smoked weed, the other 2% went straight to crack.
Saga of the Ages. Click it.
Rules for grenades are on page 72 of the rulebook.
Yup, I was wrong about the number of wounds for the base camp. The problem with just going with 20 W is that you also have an army to deal with. To make this work, I think there needs to be a way for the army to protect the base camp.
All I can think of right this moment is to:
A) Put a cap on weapon range (24-36") so that models have to move toward the base before they can fire at it,
B) Limit the use of Deep Strike, Infiltrators, and Outflank to only a certain number of units (0-3) so that the mission rules to do not give an unfair advantage to armies that spam them.
It's not as elegant a solution as I'd like.
Also, AV 10 is too lightweight for a base/fortress. Why not AV 14?
This will include assault cannons, plasma cannons, etc.
Going by the playstyle of DoW, even mass bolter shots can destroy a base, it just takes a long time.
And at least this way its fair for all races, and will hopefully encourage more troop choices over heavy support than what a base with AV14 would.