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Entrenchment Special Rules for 40K
During long battles, an army may find itself holed up inside a building defensively, or men in the field may be sheltered in trenches. On a smaller scale, a squad may wish to assume a defensive position rather than make a head on charge, allowing their enemy to come to them. These rules were devised to represent such tactics in game.
At the start of the game, before deploying infiltrators and rolling to see who goes first, both players can choose to entrench any viable units. The players take it in turns to declare entrenched units, with the player who went first during deployment choosing whether to go first or second. Once both players have finished declaring entrenchment, deploy any infiltrators and roll to see who goes first.
The following criteria must be met for a unit to be entrenched:
Â· The unit must be behind cover to every opposing unit.
Â· The unit must not consist of any Size 3 models.
Â· The unit must be 12â€? away from any enemy unit.
After turn 1, during his own movement phase, a player may elect entrench any of his units, providing the above criteria are met.
Entrenched units are treated as follows:
Whilst entrenched, a unit may not move.
An entrenched unit may shoot in their shooting phase, but must fire at the closest legal target (this is usually the one most likely to compromise their position).
An entrenched unit may elect to shoot during their opponentâ€™s own movement phase, and may fire on any legal target at any point in its movement. If they do so, however, they may not elect to shoot in their subsequent shooting phase.
If an entrenched unit is assaulted, and that unit did not shoot in their opponentâ€™s preceding movement phase, they may instead fire on the charging unit, however they may not shoot in their subsequent shooting phase.
Enemy units may only shoot at entrenched units if they are within 12â€?.
Whilst entrenched, a unit may not assault.
If assaulted, an entrenched unit always strikes at initiative 1.
A player may choose to bring a unit out of entrenchment in his movement phase if one of the criteria for entrenchment is broken, but they are not obliged to do so. If a unit meets all of the entrenchment criteria, they must make a leadership test in order to become unentrenched, and will remain entrenched if failed. A unit successfully moved out of entrenchment is counted as going â€˜Over the Topâ€™. They may move an additional D6 inches in the movement phase, but their opponent will not require a leadership test to fire on them in his shooting phase, regardless of other targets being closer. This represents the heroic charge into the inevitable maelstrom of fire that is always portrayed in the movies!
In games involving the Entrenchment special rule it is recommended Random Game Length is also included, as squatting defensively might take up more than 6 turns.
I like this idea, I will talk to my regular gaming opponent about this. The bit about firing on units as they move is interesting. It seems like a sensible way to bring back overwatch to 40k.
I really like the "over the top" rule, that would add a very dramatic twist to it *thinks of platoons of guardsman chargint from cover into volleyed pulse rifle fire* . Have you playtested these rules? If so, with which armies? Also I think the random game length is a good idea, to stop it descending into a stalemate...
Overall, I LOVE IT! Now to get sculptiing some trenches...
"Remember; long, uncontrolled bursts."
I really like this idea... (Y)
A nicely balanced experimental rule... Looking forward to giving it a go with my Death Korps...
Great idea. I'll have to try that next time i play. thanks
Gonna try out those with my IW though I might add some bunkers to the game
as siege warfare is our specialty
I really like it. But I'd say, instead of shooting the closest legal target, they should have to shoot the closest legal target that they can damage (otherwise you'd end up with volleys of lasguns being fired at the Land Raider 10" away, ignoring the Terminators 11" away and about to charge them)
Catapultam habeo. Nisi omniam pecuniam mihi dabis, saxum immanem ad capitem tuum mittam.
I really like how this sounds, but I have one question. After reading through a couple times(and maybe I just plain missed this), it seems to me that Ord. should be accounted for. No enemy beyond 12 inches may shoot at the entrenced unit, but what about a Demolisher cannon, or other such weapon that (fluff) says is for attacking fortified positions? Can the range be halved or some such addition, as pertaining to ordinance?
It's all up to the zombies now, really.
This is what mortars were invented and mass-produced for in real life. A mortar shell falls down vertically and can therefor cause untold havoc if it lands directly inside a trench. However, a trench offers certain protections against mortar shells. In essence an exploding mortar shell either causes very few casualties or a LOT. Everything with a template should be able to fire at an entrenched unit. having the 12" range rule is excellent since this totally reflects how defensive positions work in real life. Troops do usually not bother shooting at trenches or foxholes at long ranges since they know their chances of hitting anything is virtually nihl..Originally posted by ViladiAestis@Oct 19 2004, 19:32
I really like how this sounds, but I have one question. After reading through a couple times(and maybe I just plain missed this), it seems to me that Ord. should be accounted for. No enemy beyond 12 inches may shoot at the entrenced unit, but what about a Demolisher cannon, or other such weapon that (fluff) says is for attacking fortified positions? Can the range be halved or some such addition, as pertaining to ordinance?[snapback]233336[/snapback]
The way IÂ´d handle this rules-wise is to roll for scatter as usual, and if the centre point of the template lands outside the trench, the mortar is reduced in strength by 1. If it still lands inside the trench, add S1. This is why foxholes, which are basically just holes in the ground and lead nowhere are the best defence against incoming artillery in real life wars.
This is one of the coolest house rules Ive seen in a long time.
i really like the rules you have set up here. Im going to c and p them so that i don't forget, and bring them to my gaming community if you don't mind. This is very cool.
Another reason why i like this so much is that it reminds me of WWI. *imagines IG running out of trenches to be cut down by bolter fire.* Non-IG units like SMs and other heavily armored units would have an easier time though, making it less WWIish. *imagines SM running out of trenches to be pestered by insignificant lasgun fire*
Overall a ver cool idea (Y)
A very neat rule. I just got into 40K, but after reading the Epic rules, I began to wonder why Overwatch didn't show up in the 40K rules. This both deals with the idea of overwatch-type fire (supressive fire, responsive fire, whatever) and the idea of constructed fortifications--another thing that I would really like to see.
The only problem: I don't think there's a chance in hell that the rest of the guys around here would agree to play with them. oh well....