I just spent the past 2 hours working on this, and want to know what people think:

Note that this has been officially taken as property of Jay Steinberger. If you want to use it and show it to other people fine, just give me credit and dont take it as your own.

Warhammer 40k: Dawn of War Rising Battle

By Jay Steinberger

Hello Avid 40k players. As you all are well aware, the Dawn of War demo is out. Although the game will never take the place of our appraised table top game, we can take a lot from the game and place it on the table top. For a long time I have been searching for a way to have an escalating battle in Warhammer 40k. Although this can take place through campaigns and the campaign series where you fought over lands to gain access to different resources and expand your army, I wanted it to happen over the course of a weekend on a single, large battlefield. After endlessly playing the demo and some of the beta, I think THQ was on to something. Nevertheless, I have created this rising battle scenario, where I feel people that love big games and small games can come together for this battle.

The Set – Up

Both players must agree to a large army size. This can range anywhere from 2000 points all the way up to 5000 points or more! You are allowed to use as many organizational charts as you need but this probably constitutes around part of a regiment or regiment, so it should be a large balanced army list. Super Heavies, Special Characters, Monstrosities, and other large or special units should be agreed on beforehand if they are usable. The one exception to the army list is that one of your commanders cannot exceed 110 points. This includes how much the commander alone costs as well as any additional wargear and upgrades. Note that retinues, transports, and other sections of the HQ do not fall under this restriction. (Fluffwise your commander is new and inexperienced and is going in with light forces from your army. Throughout the battle he will be able to grow based on how the battle turns. Rule wise it stops players from taking tooled up HQ’s directly into the fray.)

Transports- In the different codices transports are bought with certain units and remain attached to them through the course of the battle. However, every unit appreciates the cover and speed of a transport and thus all have been trained in the art of embarking and disembarking successfully from transports. To represent this all transports bought that are attached to units are no longer attached to those units, and become part of your ‘motor pool’. Now any squad or unit that is able to take that transport in the coxed may ride it into battle.

*Note: The exception is units which have to take a transport i.e. Armored Fist Squads and Pathfinder Squads. Those units remain attached to their transports.

Throughout the course of the battle the transport remains attached to the squad using it and so cannot transport any other units although it may transport any characters that have attached themselves to the squad, permitting there is room in the transport for them. If the squad is eliminated the transport may not transport any other squads. However, if the squad is brought back as reinforcements the transport may carry that squad.

*Exception (Optional, both players must agree on this) There will be times when desperate times call for desperate measures, and a commander will use anything at his disposal to ensure victory. If there is a transport whose unit has been wiped out, the commander and his squad/retinue may commandeer the vehicle, permitting they fit. However, once the squad is bought back that originally came in with the vehicle, the Commander has that turn and the following turn to disembark. If the commander does not then his squad is immediately disembarked from the transport at the beginning of the movement phase. On a 5+ the vehicle takes a glancing hit, and each person in the squad takes a wound on a 5+, armor saves allowed. (It is presumed orders were argued over between the driver and commander, a shot or two was fired between the 2 groups as warning shots, and the commander disembarked) After the commander disembarks the transport may only carry the squad or unit it started with.

The Table – The table top size should correspond to the number of points used. This can be anywhere from 4 x 4 to play testing the rules or a minor skirmish, to 6 X 6 or more! Next players agree upon deployment zones: ranging from corners, parts of table edges to entire table edges. After terrain has been placed look at the board. Place 1 minor token down for every 1000 points you and your friends army have together. 1 of these will be placed in each person’s deployment zone and is under that army’s control. Place the other tokens around areas which will probably be fought over: 2 sides of bridges, buildings, choke points, hills, ridges, etc. These tokens are under neither sides controls. Make sure these tokens are either balanced on the field or represent actual areas that would be fought over if there were no tokens. Now grab a number of major tokens equal to the total number of points spent on you and your opponents’ army divided by 3000, with the minimum number being 2. Place these at critical locations on the battlefield i.e. major bridges, chokepoints where the 2 armies were likely to collide, buildings that are able to view the entire or most of the battlefield, etc.

Now deploy your skirmish army in your deployment zone. Your skirmish army is 700-1000 points of your main army (players must agree on the value before hand) and may consist of an HQ (you must use your 110 point commander), 1 elite, 1 fast attack, and 2 troop choices, with a maximum of 2 transport/vehicles allowed. Any points not used go into your reserve pool.

*Note that, permitting the rules, models and upgrades can be taken off of models and vehicles to stay within the point limit. Later in the game these upgrades can be bought back using your reserve pool.

Both players deploy via the rules laid out in the rulebook. No Infiltration is allowed. Each player rolls a dice, and the highest roll gets first turn.

The General Battle – each side is fighting to gain control of the battlefield. The player that wins is the side that controls all or most of the counters and has forced the opponent into a route. However, this game could possibly take several days to conclude and if so agree on a time frame and then use victory points. Each major token held is worth 150 points and each minor token held is worth 100 points.

Reserve Pool – each player has a reserve pool consisting of a number of points. This pool starts out with any leftover points from your skirmish force. Starting with turn 2, the player gains 100 points added to this pool for every minor token he controls and 150 for every major token he controls. At the beginning of turn 2 and on, after the points have been added for current tokens being held, the player can use these points to upgrade characters or units on the battlefield, add troops and equipment to existing units, or bring more parts of their army onto the battlefield. Note that parts of a unit or squad can be brought onto the battlefield so long as they fill the minimum requirements for that squad in the codex, and can be upgraded later. Once a unit is wiped out or takes casualties it can be replenished with points from the reserve pool or brought in as reinforcements. Units locked in close combat can not be refitted or reinforced. Although refitting and upgrades happen on the battlefield immediately, new units must come in via reserve. The roll needed is dependent on the total number of points on the battle field.

1600-2000 points 5+
2001-3000 points 4+
3001-5000 points 3+
5000+ points 2+

Tokens – Tokens are placed throughout the battlefield and will likely designate how the battle lines form. Taking tokens is simple. You may take the token if it is neutral or controlled by the enemy. One squad must have at least one model adjacent to the token. They must spend an entire turn raising their banner and in that turn may not move, shoot, or assault, although they may be assaulted. If they are assaulted the squad/unit immediately surrounds the banner and man raising it on the token. As long as the raiser is not killed and the unit is not overrun or killed, but can still be locked in close combat, the banner is raised. However, around each token there is a 12 inch radius. For a banner to be raised and a token taken two requirements must be filled:

1) No enemy units are touching the token.

2) one of the following must be within the 12 inch radius:

a. 450 points of friendly models
b. 3 squads of friendly models
c. 2 units of friendly models.

*Note: this requirement is to stop a transport and squad from whizzing around the battlefield taking as many tokens as possible.

Vehicles: Even on battlefields this large vehicles are still a rare occurrence and are only used when large forces are present. To represent this, vehicles which have a total armor rating of 33 or more can not enter the battlefield as reserves until there are at least 2500 points total on the battlefield. Note that when this point value is reached this restriction is gone for the rest of the game. Also, if a vehicle is destroyed it cannot come back into the game as reinforcements like non vehicle units are able to. Once they are destroyed the army no longer has any more as their motor pool is not infinite.

Super Heavies, Monstrosities, and Special Characters- rarer still are these giant tanks, lumbering giants, roaring monsters, and renowned heroes. However, in massive battles these resources will be used to ensure victory. If the unit was allowed into your army, then these units can not be fielded onto the table unless 4500 points total is on the battlefield. Note that when this point value is reached this restriction is gone for the rest of the game.

Special Rules- all special rules must be agreed upon before the game if you and your opponent want to use them or not. The only 2 rules that must be part of this game are Deep Striking and Infiltration with special changes noted below:

Deep striking – Deep Striking cannot occur within 12 inches of a neutral or enemy token/banner, or 1 inch from an enemy model/vehicle. If any of these restrictions are broken, the models breaking the rule are destroyed and count towards victory purposes.

Infiltration – This entry for infiltration for this scenario overrides the entry for infiltration in the book.

Infiltrators are masters of stealth and are able to sneak around the battlefield quickly and quietly. To represent this when infiltrators come onto the board they are in sneak mode. They may not shoot or assault but are allowed to move twice the distance they would normally move and ignore all difficult and dangerous terrain tests. However, if they are spotted by an enemy model from 3d6 x 3 or they choose to shoot or assault, they lose their infiltration ability and continue through the game normally. If the unit is wiped out and comes back into the game via reserves, they regain their infiltration ability.

Final Comments- That’s about it. If there are major discrepancies try to find a mutual agreement. If none can be made, e-mail me at jmstei@wm.edu and I will redo those sections of the rules, clarify, or add rules. Happy gaming.