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This is a method I thought up of playing a game of 40K with 3 armies so that there is no one getting squeezed in the middle, and the outcome is hopefully more balanced action. What's more, it uses only slight variations on the standard missions and is not all that different from other standard forms of deployment. So it should be fairly straightforward and easy to put into use.
Note: This mission is designed for armies of roughly 1500 points on a 6'x4' table. If your armies are larger or smaller, you may need to adjust the size of your board to be either 4'x4', 6'x6', or maybe even larger.
Also an interesting point: you could easily play a 4-army game by having Player 4 use the long table edge that Player 3 doesn't use. This will likely require a larger board though, unless the armies are each 1000 points or less.
Note: This mission is designed for armies of roughly 1500 points on a 6'x4' table. If your armies are larger or smaller, you may need to adjust the size of your board to be either 4'x4', 6'x6', or maybe even larger.
Also an interesting point: you could easily play a 4-army game by having Player 4 use the long table edge that Player 3 doesn't use. This will likely require a larger board though, unless the armies are each 1000 points or less.
Please try these rules out and let me know how it works for you. Below is a map of a standard 6'x4' board for those of us who are visual learners.SUPRISE ARRIVAL
This misison depicts two armies clashing when a third army makes a surprise assault, hoping to catch the other two forces off guard.
OBJECTIVE
Roll on the Standard Missions Chart of the Warhammer 40,000 rulebook (pg 90).
Players follows the same rules for the victory conditions of each mission with the following changes:
• Seize Ground – players place objectives in order of who rolled highest until all have been placed.
• Capture and Control – Player 3 does not place an objective in this mission.
• Annihilation – Any player can gain an +1 kill point if they destroy 50% of a squad in a single turn.
DEPLOYMENT
The table is divided into three thirds, each 2 feet wide by 4 feet long.
Players roll-off to determine who chooses to go first or second. The player who goes first (Player 1) may choose a short table edge as his own, and may deploy his forces up to 24" from that edge. Player 2 uses the opposite short table edge as his own, and may deploy his forces up to 24" from that edge. Player 3 does not have a deployment zone, but should declare reserves as normal.
All players (including Player 3) may deploy infiltrators as normal. Players 1 & 2 may make scout moves.
Start the game! Only Player 2 may attempt a "Seize the Initiative!" roll. After both Players 1 & 2 have taken their turns, Player 3 picks a long table edge and rolls a D6. On a roll of 1, 2, or 3, he takes that edge as his own. On a roll of 4, 5, or 6, he must take the opposite long table edge.
All units not in reserve in Player 3's army must arrive on turn 1 from anywhere on his table edge, as if they were arriving from reserve. Units with the 'scout' special rule arriving now may make a free move. Units with heavy or rapid fire weapons may use the "Slow & Purposeful" rule in order to fire them if they are arriving in this manner; however, they are not allowed to make an assault move if they do so.
Players 1 & 2 will use the long table edges for any outflankers, while Player 3 will use the short table edges as normal.
Turn order is always Player 1, then Player 2, and finally Player 3.
A Note On Close Combat
Players may not fire into a close combat even if their army is not involved in it. Multiple combats between three armies allows only the current player's units and those units he is attacking to fight in each round of combat.
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