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Warhammer 40,000 Campaign
by Daniel Wright
Army Selection Rules:
- Battlefields
(2000 point division per table)
For every 3 troop choices, you may choose either;
- a Fast Attack choice
- a Heavy Support choice
For every 5 troop choices, you may choose
Each Division must have a single HQ choice, no more,
no less.
- Reserve Table
(5000 points) following these restrictions:
For every 3 troop choices, you may choose either;
- a Fast Attack choice
- a Heavy Support choice
For every 5 troop choices, you may choose
On to each reserve table, you may have up to 4 reserve
HQ units
- No special characters. No assassins. No Greater Daemons
or Daemon Princes.
Chain of Command Rules:
- There are three Supreme Commanders on each side, one
for each allied force. However, since there will probably be elements
of each force on all tables, all of the decisions that the Supreme Commanders
make must be a collective decision and all commanders must agree on
each tactical decision.
- Up to one Supreme Commander may visit a battlefield
with any amount of reserve troops, the troops take the normal amount
of time to arrive and while en route the Supreme commander leading them
cannot make any tactical decisions. The Supreme Commander also cannot
make any tactical decisions while he is at the battlefield, although
the Field Commander at the same battlefield is subordinate to the Supreme
Commander who may issue orders to him if he so wishes. The Supreme Commander
must be represented by a model on the battlefield, if he is killed then
the player may no longer make any tactical decisions or give anyone
any advice due to the fact that he is ‘dead’.
- The Field Commanders note down the positions of both
theirs and the enemies troops as well as any objectives held by either
side on a map. At the end of each turn, each Field Commander will go
to their HQ table and give their maps to the Supreme Commanders who
will then assess the situation, make their decisions and then give the
Field Commanders their orders.
- The Supreme Commanders cannot leave their ‘HQ’ table
to ‘have a look’ at what’s going on in the front lines unless they are
leading a force to the battlefield. To give orders, the Supreme Commanders
must write down their orders and give them to the Field Commanders.
- Field Commanders may not talk to each other about
tactical issues at all. Nor may they speak about tactical issues to
the Supreme Commanders while other Field Commanders are present.
- Field Commanders must obey their orders, whatever
they are, although they are permitted to ask about the reasoning behind
those orders.
- If Field Commanders defy (or decide to ignore) their
orders then the Supreme Commanders may choose to relieve them of command
and, if they can find one, assign a new Field Commander. Alternatively,
one of the Supreme Commanders may choose to take over at that battlefield.
The Supreme Commanders may also have the insubordinate Commander shot,
so he may take no further part in the game.
- Field Commanders may use their units in any way they
see fit to achieve their orders, unless the Supreme Commanders have
stated otherwise about the use of specific units.
- Field Commanders may put in a request for reinforcements
when they give their reports. It is up to the Supreme Commanders whether
they grant the request or not. Supreme Commanders may always assign
reinforcements to a Field Commander without a request having been made.
Reinforcement (reserves) Rules:
- All reserves begin on the HQ table, no reserve units
may start the game on any of the battlefields.
- Whenever reinforcements are dispatched to the battlefields
it takes one turn, plus one additional turn per 500 points of reinforcements,
to reach the designated battlefield. So it would take 500 points of
reinforcements two turns to reach a battlefield, 1000 points would take
three turns, etc.
- When reinforcements have been dispatched, they may
not be redirected while en route although they can be reassigned before
they have left the HQ.
- Reinforcements arrive on their own sides table edge
when they get to the battlefield, they move on in their own sides turn.
When they have moved onto the battlefield they may move, shoot and assault
as normal.
Rules of Engagement:
- Just before the game begins a Supreme Commander from
each side rolls a dice to determine who goes first. This is done on
one of the battlefields with the Referee observing.
- When the game begins, the side that rolled highest
takes the Movement phase of their first turn when the Referee says ‘(whichever
side won the roll-off), Move your troops now!’
The same procedure applies to the Shooting phase
and the Assault phase, they begin when the Referee declares it. Field
Commanders have about ten minutes in which to do everything they can
in each phase. Once the first side has completed their turn the Referee
will commence the other sides turn using the same procedure.
- For this mission there is no Deep Strike at all (even
if the units rules state that they can use Deep Strike even when the
mission rules don’t allow it).
- When one side completely wipes out the enemy on one
of the battlefields the victors can set up a ‘Forward Base’ on that
table. The forward base can hold up to 500 points of reserve forces
which may be moved from the reserves table immediately, taking one turn
to move there, ignoring modifiers for force size (see Reserves rule
2). These reserves may be moved to any other battlefield within one
turn, also ignoring modifiers as before. If the reserves at the forward
base are used then additional reserves may not be moved from the reserves
table to that forward base until the original force has been destroyed.
Additionally, any ‘friendly’ vehicles that were
destroyed at any point before the table was taken, may be claimed and
repaired on the D6 roll of a 5+. Repaired vehicles are moved back to
the reserves table.
- When a table has been taken, the other side cannot
attempt to retake it, the table is forever lost to them if their forces
on it are wiped out. Any reinforcements that are travelling to that
table are immediately sent back to the reserves table if the battlefield
that they are heading for is taken by the enemy.
Rules of Conduct
- Beardy (or cheating) players will be relieved of command
and may be thrown out of the campaign altogether. This is all at the
discretion of the Referee.
- The Referee also arbitrates on all rules disagreements.
His decision is final on all matters and must be respected by all players.
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