Combat Patrol Re-spawn - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member joebloggs1987's Avatar
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    What do you think about making up rules to have respawn in a combat patrol game?

    I was thinking about keeping all the normal restrictions for a combat patrol army, but change a couple of things.

    The game length is increased to 12 turns instead of 6.

    When a unit dies, the total points of the unit is tallied and is added to the oponents score.
    At the start of the opponents turn, if you have any units that are out of action, they may be placed back in your deployment zone on the roll of a 4+. Rolls are made once for each unit that is out of action.

    The person with the most points after the 12 turns is the winner.

    Chaos - 11W 0L 0D
    Orks - 8W 0L 0D
    Tyranids - 8W 0L 0D

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  3. #2
    Senior Member joebloggs1987's Avatar
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    ANY feedback is GREATLY appreciated.
    Chaos - 11W 0L 0D
    Orks - 8W 0L 0D
    Tyranids - 8W 0L 0D

  4. #3
    Senior Member Archaon's Avatar
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    Joe you need to wait over 1 day to get any feedback in the Rules development area. This is one of the less visited areas in LO.

    As for your idea it seems good. Not sure on a fluff explanation. Perhaps when each squad dies roll the 4+. On the 4+ they sucessfully call for reinforcements and arrive on your side of the board your next turn. That way the squad could be annihilated, with no way to get more help, none arrives.

    Perhaps 8-9 turns. 12 seems a bit long.

    Of course if every squad is killed the game if over.
    Archaon's Top Tip for profiting from the End Time: Pillage before you burn

    When I say jump you don't ask me 'How high?' maggot! You jump!

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    So basically the sustained assault scenario rule in a combat patrol?

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