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Okay, my physics teacher, whos been around since 2nd Edition, developed some random rules generation tables that we use every two weeks at our local game shop.
I'll post these up when I get them.
Last edited by Adrian MalSeraph; June 1st, 2006 at 13:33.
Okay I have a bit of the rules, more to come.
By the way, don't rep me for these. I didn't come up with them so
Random Rules Generation
Roll a D3 for Deployment style
1: Quarters with 18" push back
2: Diagonal Deployment
3: Long Board Edges 12" deep
Roll A D6 special rules
Deep Strike: 3+
Roll a D6 for enviornment
6: Roll again
5,6: Night Fight
The primary objective will be drawn from a 'primary objective' pile, worth 3 Scenario points, by the event coordinator. All players will have the same primary objective, and in many cases both opponents will not be able to accomplish the objective.
A note on hostages and loot.
To grab loot or a hostage, you must move into base contact and remain still for the rest of the turn. Hostages can be passed from unit to unit in this manner. Units that fall back for any reason drop the hostage/loot. Hostages and loot can be picked up with consolidation moves. Vehicles cannot pick up loot/hostages.When holding a hostage the unit moves as regular infantry. (Sorry, no jump packs, warp jump generators, etc. etc.)
Each player draws two cards from seperate piles. These are 'secondary objectives', worth 2 scenario points each. You may then exchange one of your secondary objectives for another random card from the pile.
Sometimes objectives conflict with each other--i.e. Cover Retreat and Push Forward. If that is the case, you may exchange one of them at the discretion of the event coordinator.
You must show your secondary objectives to your opponent.
The first tier is win/loss record.
The second tier is the number of scenario points accrued. (High is good!)
The third tier is the number of scenario points your opponent accrued. (Low is good!)
The fourth tier is victory points gained.
Keep track of each of these things and who your opponents are, especially in tournaments.
Clear the Area: This mission must use the Quarter deployment. Have more scoring units on the two table corners that are not already deployment zones.
Recon: Have more scoring units in your opponent's deployment zone, and have more scoring units in your own deployment zone. *Than your opponent, in each case. So thus 4 friendly and 3 enemy in his zone as well as 2 friendly and 1 enemy in your zone satisfies this objective*
Take and Hold I: Have more scoring units within 6" of the center of the table. If at least one model from a scoring unit is in range then it counts as holding the objective.
Push Forward: Control the "No Man's Land" between deployment zones. Count the entire area as a quarter for control purposes.
Grab the Loot: Take turns to place 6 loot counters, not in deployment zones, and at least 12" from one another. The player with the most counters wins the objective.
Hostage Capture/Rescue: Place a hostage mini in the center of the table. Whoever controls the hostage at the end of the game wins the objective
Take and Hold II: Have the most scoring units within 6" of the tallest piece of terrain not in either deployment zone. If at least one model from a scoring unit is in range then it counts as holding the objective.
Take and Hold III: Have the most scoring units within 6" of the largest (area) piece of terrain not in either deployment zone. If at least one model from a scoring unit is in range then it counts as holding the objective.
Cleanse: Control more table quarters than your opponent, exactly as described in the Warhammer 40K rulebook.
Meat Grinder: Score more victory points than your opponent, using all standard rules for victory points.
Tank Hunters: Destroy all of your opponent's Heavy Support choices. (If no heavy support, change to Fast Attack, if no Fast Attack, change to compulsory troops choices.)
Take and Hold IV: Have the most scoring units within 6" of the smallest piece of terrain not in your deployment zone. If at least one model from a scoring unit is in range then it counts as holding the objective.
Delay Tactics: Destroy all of your opponents Fast Attack choices. (If no Fast Attack, change to Elites. If no Elites, change to HQ.)
Exterminate the Enemy: Wipe out both of your opponent's compulsory troops choices. Units that are falling back at the end of the game are considered 'destroyed.'
Take and Hold V: Have the most scoring units within 18" of the corner of the board opposite your deployment zone. (If you deployed on the long edge, change to center of the opposite board edge.)
Divide and Conquer: Destroy one (random) compulsory troop choice and one HQ. If your opponent has more than one HQ, you must destroy the lower point HQ. Units that are falling back at the end of the game are considered 'destroyed.'
Assassin: Kill your opponent's highest point HQ. If you also draw "Divide and Conquer" AND your opponent has only one HQ, discard and replace this card. Units that are falling back at the end of the game are considered 'destroyed.'
Target of Opportunity: After forces are deployed, randomly determine one enemy unit not alread covered by another of your mission cards. Destroy that unit.
The Bigger They Are...: Destroy your opponent's highest point unit. If there is a tie, determine the objective unit randomly. Units that are falling back at the end of the game are considered 'destroyed.'
Saving Private Ryan: After forces are deployed, randomly determine on of your units that is on the board. This unit must survive the battle.
Last edited by Adrian MalSeraph; January 31st, 2007 at 13:01.
Bah, a chance for no infiltration and no deep strike is pretty lame. The game isn't balanced when infiltration and deep strike aren't allowed, mostly because you are paying a significant amount of points for units that have those abilities.
"...a swarm of mechanised locusts sweeping over the land, stripping it bare of resources, bringing death and destruction to anything that stands in its path. Emperor preserve us against the predations of these so-called Orkish cults of speed!" - Cardinal Nomura at the Conclave of Hessen
Well the people participating will know that infiltrating and DS is random and must tehrefore gamble acordingly. However this does hinder some all infiltrating based armies.
About hostages, can they jump into transports if there is room? Would make transports pretty useful. A good IG tactic would be to use 2 Chimera, one as a screen, one to rush forward and nab the target and woosh back behind your lines.
Seems like a interesting tournament, could we have some information on the objectives if you have time, seem like a nice way to bump up strategy a bit if there are many different objectives to head for.
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!
Hostages do not take up room in a transport.
Sure, when I finish the rules I will gladly answer some questions.
Okay, they are all done. Ask all the questions that you have for me. Go on don't be shy.
Last edited by Adrian MalSeraph; June 1st, 2006 at 20:00.
Has anyone tried out these rules? I'm curious because they make our tournaments hundreds of times more interesting.
Let me know how the games turn out.
I really like the sound of the Private Ryan objective.
Post your army lists in the ARMY LIST section! Not that hard!