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This is my current "draw up" of said map.
6 feet long.
3 feet wide
Attack win : The Guns are destroyed
Defense win : Last 10 turns or so, guns intact.
Attackers regen 4 models per turn
Defenders get one.
A) Large wall
Start for attackers
Has a tunnel. This tunnel allows troops to basically (on their next turn) show up on the other side of it...(the alternate being in D)*
Start for attackers
C) Dangerous Terrain
Bridge in the middle of it
Tall grass on attacking side (5+)
Hills on the other side
D) Dangerous terrain
Wall halves - Block LoS
Tunnel - Troops exit without any cover to hide behind right away.*
E) One Gun*
Wall reminant + Ramp*
f) One gun*
* Rules :
Gun : Str 10 ap 2 Range 72' Ordinance Barrage 3
- May fire in the firing phase, but takes another on of the players firing phases to reload them.
- Armour = 10. If you sneeze at it, it will blow up.
- Can only be wiped out in melee.
Bunker : Contains 10 marines(or anything with a 3+) OR 20 Guard/firewarriors/anything without a 3+ save.
The bunker it's self confers a 2+ cover save.
It cannot be assaulted head on or on the siude. The units attacking must try to make it around to the back.
If they accomplish this, they get a +1 attack on every attack made against a bunker unit.
- All units stationed on the wall add 4 inches to their maximum firing range.
-Units on the very edge of the wall can fire on enemy units obscured otherwise due to the wall.
- Since they are doing the equivalent of waving a sign that says "Snipe me", they take -1 to their total armour rate. (Sm would now be a 4+ save)
- Going in the unit is instantly transported over to the side on which it then may be fired upon.
- 5+ Cover save, due to rocks and tall grass and what not...to avoid being utterly destroyed.
Rules regarding units :
No ordinance units
No vehicles ( since it'd make it rediculously easy to defend)
Defenders have 750 points to spend. Attackers have 850 to spend
Edit : Still VERY rough outline, I may need to really tweek the gun idea.
Is there only one artillery gun? That gun also could wipe an attacking force that size out easily. Also, I like the tunnel idea, but you shouldn't make it an instant transport. Maybe like 12" a turn or so. Well, since they are your rules, do whatever you want, I am just trying to suggest stuff.
<span style='color:blue'> Die Infantrie -
Die Konigin Aller Waffen
The Infantry -
The Queens of the Services</span>
<span style='color:red'>Durch Wehrwillen zur Wehrkraft
Through military will to military strength</span>
<span style='color:gray'> "In a man to man fight the winner is the one who puts an extra round in his magazine"
-Field Marshal Erwin Rommel</span>
Suggest away. I'm looking for as many opinions as possible.
This is true because powerful units will be able to get from 1 side to the other a bit 2 quicker and mae the game crap and quick plus 10 turns isnt much if u think about itOriginally posted by TEUTONIC_KNIGHT@Jan 26 2005, 22:54
Is there only one artillery gun? That gun also could wipe an attacking force that size out easily. Also, I like the tunnel idea, but you shouldn't make it an instant transport. Maybe like 12" a turn or so. Well, since they are your rules, do whatever you want, I am just trying to suggest stuff.[snapback]313155[/snapback]
Black Templars: "No Pity! No Remorse! No Fear!"
Dark Angels: "Repent! For tomorrow you die!"
White scars: "For the Khan and the Emperor!"
Imperial fists: "Primarch â€“ Progenitor, to your glory and the glory of Him on Earth."
Blood Angels: "By the blood of Sanguinius!"
Ultramarines: "Courage and honour!"