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After seeing the Kill Teams, it wasn't exactly what I had in mind for small skirmish games. I had thought it would be a bit larger and still play like 40k.
I've put the following together based on the previous combat patrol rules in conjunction some 4th edition missions and the warbands secret objective idea to make each battle different and add another level of strategy to the game.
Looking for comments & criticism on the balance and structure! Also some thoughts & feedback on the victory conditions Thanks!!
Combat Patrol Basics
Victory points are used to determine the winner
- Armies of no more than 400 points
- You must have at least one Troops choice
- You may include a single HQ choice, but no more than one
- You may spend remaining points on anything else in the codex
- No model can have more than 2 wounds
- No special or unique characters
- No model can have a better save than a 3+ or 4++
- Vehicles cannot have a total Armor Value greater than 33 (Front + Side + Rear)
- No Ordnance weapons
Victor points are determined by the cost of the unit and is counted on a per model basis
+100 VPs are awarded for achieving your secret mission.
Secret missions are assigned to each patrol. Do not reveal your mission to your opponent until the end of the game. Each player will secretly roll a die (or draw with the mission names on it)and record their result without showing their opponent until the end of the game. Consult the following table for the mission:
Roll of 1 - Assassinate: Your Patrol must slay the enemy Commander (or cause him to flee off the table or be fleeing) by game’s end.
Roll of 2 - Invade: Get as many of your units into the enemy's deployment zone by the end of the battle.
Roll of 3 - Capture & Control: Your Patrol must capture two objectives and control it at the end of the game.
Roll of 4 Annihilate: Your Patrol must reduce the enemy by reducing the enemy army to 75% of its starting Unit Strength by the end of the battle. Units or models that are fleeing at the end of the game or that have fled off the board count as destroyed.
Roll of 5 - Hold Territory: Your Patrol must attempt to control the battlefield. At the end of the game, divide the table into four quarters. You must control more table quarters than the enemy. To control a table quarter, you must have a unit in the table quarter with no enemy in the quarter. Fleeing units don’t count.
Roll of 6 - Choose: Inform your opponent that you may choose your Unknown Objective. Secretly choose any objective from those listed above for your Patrol and only reveal it at game’s end.
Mission Specific Rules
Assassinate - The commander must be the HQ selection taken. If the HQ choice is a unit or includes a retinue, only the main general must be slain. If no HQ choice is taken, a unit leader or model must be nominated as the commander of the patrol. This nomination must be done at the start of the game regardless if any player has rolled Assassinate (as it is a secret mission you will not know!)
Invade - All units in the enemy deployment zone count as double VP for the controlling player. The task player must have at least 200 points worth of their patrol in the enemy to acheive primary task points.
Capture & Control - Any model can capture objectives. Any enemy model can contest objectives. 3 objectives are placed on the board at the beginning of the game regardless of which mission each player rolled. If neither player has the Capture & Control task, these objectives are worth 40 VPs each at the end of the game.
Annihilate - The strength of the enemy patrol is measured by victory points, therefore in order to acheive this task the enemy must be reduced to below 100 points. Immobilized AND a weapon destroyed vehicle or walker counts for half VPs.
Hold Territory - Any model can capture a quarter. Any enemy model can contest a table quarter. Units with an armor value can control or contest a quarter as long as it is not destroyed.
Basically this game will give you a wide range of missions which affects how you will play, but none of which you will know what you will do until the game starts! As well, you will not know the desired playstyle of the opponent until further in the game based on what you think they rolled for their secret mission.
Annihilate and invade offset with one going for pure destruction and the other rewarding survival. Capture & control and quarters will reward table supremacy. Speed will be a massive asset in most of the tasks, but if reserves are used then you will not have much on the table to start so choose wisely!
All models have been chosen to be scoring so non troop selections will not be penalized. They will already at a disadvantage with fewer models as non troop selections cost more than troops.
VPs have been chosen since KPs will not work as some armies will only have 2-3 units while others can take 5+. As well, in small scale engagements every model will be worth something and I needed a scoring system from tasks which would work with the damage done to the opponent.
Let me know what you think!
Last edited by Astynax; June 3rd, 2010 at 18:42. Reason: Increased mission VP
Looks and sounds good, I will be trying this Combat Patrol out first thing once I get my army painted and assembled. But one thing, Hold Territory seems impossible to play. If all four territories have both enemy and friendly troops, how is this draw resolved?
Hold territory is just one of the tasks and the player who rolls to get it much try to acheive it for bonus points. If all 4 quarters have both friendly and enemy units in it then the player has failed his task of having to control more than his opponent and thus will not get the bonus 75 VPs. To win you would have to corner the opponent or try to eliminate them from one quarter that is contested. I think with this mission it would be beneficial to try to take the middle of the table so your units can straddle the corner of all 4 quarters, but invade & objective missions will take action away from the middle. With all the possibilities every section of the table can potentially be important!
I'm thinking of maybe moving it up to +100 VPs to make the task more worthwhile to accomplish
Change Hold Territory so you are capturing your half of the board for a success. This will be quite difficult, but much more possible than capturing 3/4 of the board.
Also, a secret die roll isn't a very good idea, so it would be best to relegate mission choice to drawing a card. That way, someone can't say they got something they didn't.
Otherwise, it's all good. I'm looking forward to trying it out.
--•-My 40K projects-•--
With the roll for secret mission I should have noted that you would write it down after it is rolled but not show your opponent until the end.
Good idea with the change to hold your own side. The only concern would be that if both rolled that mission then it would turn into a dull game with neither side moving much? I don't see much of an issue with same missions for the other ones, except maybe with objectives where only 1 person can acheive their task with only 3 objectives and needing 2 to complete but thats just like any other 40k game now.
Maybe both of these could be resolved if only one set of mission cards were drawn from so both players will have different objectives? Once one is drawn it is not put back and you still will have no idea what your opponent's mission is other than the one you have?
I cant think of how scoring would work for holding your own deployment zone though. It's not quite the same as having to move all the way to the other side like Invade, so I dont think it's reasonable for double VPs for not moving and just turtling.
I had included quarters based on the previous edition's mission. I think any force will be hard presssed to hold or contest all 4 with 400 points to work with. The last few patrol games I've tried, it was difficult to hold even 2. Most forces would end up contesting the same 1 or 2 quarters by the end of the game with what remains they have!
As well, currently each rewards a certain armybuild:
Assassinate - precision strikes
Invade - speed
Capture - high staying power
Assassinate - high damage output
Hold territory - high model count
Would switching to holding your ground be too similar to capture & control?
I'll update the rules once we figure this out
Last edited by Astynax; April 15th, 2010 at 03:08.
How do we calculate Victory Points for surviving units at the end of a battle? I would say you gain the points worth of the models that you destroy and the points worth of models you have still surviving on the battlefield.
As of now you do not add VPs for surviving units. You score by counting how many points of the opponent you've taken out plus the mission & objective bonuses if there are any.
Ie. you have 270 pts remaining, he has 200 points remaining @ the end of the game with no objectives & mission incomplete. You would only have 200 VPs for what you killed. The 270 points that you have mean nothing to your score.
I think adding up points killed & points surviving would dilute the value of the objectives and just adds extra complications to the scoring, or did I understand what you were trying to say?
As well I'm not sure it would be a positive factor to consider in the game since it rewards hiding just as much as killing. It would increase the passiveness in players and deter taking risks and playing aggressive.
On another note - for a campaign scenario (more inspiration from warbands) I think each patrol would gain or lose experience based on their performance. For each subsequent game the patrol would gain or lose points:
Primary- Complete mission +15 points
Secondary- Capture more objectives + 10 points
Tertiary - win in VPs +5 points
Lose your HQ or command model -5 points
Wiped out -15 points
So each person starts with 400 points.
Then for example plays a game, completes the mission, won in VPs but lost their HQ for 15 + 5 - 5.
Next game is allowed to take 415 points.
May not be much each game, but thats like adding a heavy weapon, PW, 1 marine or some special weapons which can make a difference!
Last edited by Astynax; April 15th, 2010 at 05:52.
You are right, we should implement it your way. That said, it should be every point for every model killed, not the points of the unit that was destroyed. It might seem the same thing, but if the unit is only beaten to half points it will still be considered full points for the point of calculating Victory Points, if we calculate it the latter way.
So what we do is we just calculate the points of the remaining units and minus it off from the total of 400Pts.
The nomination of the Commander must be done by you at the start of the game, to be fair. You must declare who is the Commander, so the enemy knows who to attack if he has the Assassinate Secret Mission.
Another update to provide some campaign rules without having to use a map and is all about tracking victories and VPs.
More victories will allow your patrol to develop more powerful skills but the cost to purchase them will increase as well. VPs earned during games can be spent and used to purchase abilities. Unused VPs can be saved up. All abilities are to be one time use per game only unless specified. Abilities carryover to subsequent games until the unit is destroyed or flees off the table.
Campaign Reward Table
Victories VP Cost Ability
1 150 Well Conditioned - Roll an extra die for one unit for the run move
1 200 Hidden Agenda - Reroll secret objective at the start of the game
2 200 Enhanced Stamina - One unit gains fleet for 1 turn
2 250 Trained Scouts - One unit gains a scout move at the beginning of the game
3 300 Strong Willed - One unit can reroll a failed leadership, pinning or morale test
3 350 Preferred Enemy - One unit rerolls to hit in close combat for 1 turn
3 350 Sharpshooter - One unit can reroll to hit shooting for one turn
4 300 Unbreakable - The unit is stubborn for one turn
4 400 Vanguard - One unit can be held in reserves and is allowed to outflank
4 400 Master Strategist - After deployment and infiltrators have been placed, one unit can be redeployed before the game starts
5 600 Destroyer - Furious charge with +1 attack per model in the unit for one turn
5 600 Annihilator - +1 shot per weapon from one unit for one turn
7 1000 Massacre Honors - +100 points allowed to be taken in the armylist (Can only be taken once and permanent upgrade to the army)
Destroyer and annihilator are rewarded to those with more than 50% wins in round robin play. Massacre honors to those who can acheive even greater victory. A fitting reward to reduce bad luck in the playoffs and increase chances they will go through to the finals.
It is designed to be played in 4-5 instalments or as time permits based on the players. Currently the numbers are designed for 4 players.
Meeting 1 - Round robin match #1. Each player plays the other opponent once = 3 games each. Armylist must be the same against each opponent and cannot be changed between games. Lists can be changed between meetings but bonuses allocated to the unit stays on the unit and cannot be reassigned.
Meeting 2 - Round robin match #2. Each player plays the other opponent once = 3 games each. Same rules as meeting 1.
Meeting 3 - Round robin match #3. Each player plays the other opponent once = 3 games each. Armylist cannot change after this meeting. Total of 9 games at this point.
Bonus Points Match - Annihilation
Rank 1 + Rank 4 vs Rank 2 + Rank 3
Game is used to score Victory Points only for the purchase of abilities in the playoffs. Victory here does not unlock rewards.
Playoff 1 - Rank 1 vs Rank 3
A small base is put in the middle of the field for which Rank 3 must defend to prevent extermination from the most dominant force in the game thus far. Rank 1 must assault the objective in the base to win. Random turns, Rank 3 deploys first and has the first turn
Playoff 2 - Rank 2 vs Rank 4
A small base is put in the middle of the field for which Rank 4 must defend to in order to receive supplies to continue on. Rank 2 must assault the objective in the base to win. Random turns, Rank 4 deploys first and has the first turn
Winner of each playoff game goes to the finals.
Last Man Standing . Roll off for deployment, sides and turn as per normal. The side with the last model alive wins. Vehicles and walkers which are immobilized and weaponless are considered destroyed as they pose no threat to surviving models.
What do you guys think of the reward system? Are the points and abilities reasonable?
Also what about the playoff & finals structure? Do the scenarios seem fair for the higher vs lower ranked armies?
Last edited by Astynax; June 3rd, 2010 at 04:25.