Another Way To Play 40K
As I was meandering around the house and pondering gaming (as I am wont to do fairly frequently) from the mass of ever-swarming ideas that inhabit my brainspace emerged, fairly spontaneously, the following ideas for a slightly different alternative way to play pick-up-and-play games of Warhammer 40,000.
At the moment these are totally un-playtested and so may well not be totally balanced, or may need tweaking or clarifying later. If you try them out and have any thoughts please let me know what you think through the 'Contact Us' link.
At the moment these are totally un-playtested and so may well not be totally balanced, or may need tweaking or clarifying later. If you try them out and have any thoughts please let me know what you think through the 'Contact Us' link.
Overview
These guidelines are primarily intended to be used with bigger games of Warhammer 40,000 - say between 3000 and 5000 points. They may well work with smaller battles but the intention while writing them is that forces will be larger in size than most 'tournament' size games. If you want to use some of these rules in other size battles then you may need to pick some rules and ignore others - make sure you clarify this with your opponent before you play.
This rules set has been written to allow you to agree to play a game and pick your forces independently using the Codex army lists as you normally would: a 'pick-up-and-play' style game the likes of which you will most likely commonly find in your local game store or club.
Note that though these rules are intended to be used for larger games, this is not an Apocalypse add-on. If you want to play Apocalypse then go for it! Every time I've played Apocalypse I have made up my own rules and scenarios to do so - feel free to use these rules as a starting point if you wish! This set is a stand-alone set to add a bit more flavour to a larger game of Warhammer 40,000, and perhaps ease a little the organisation of such a game between two players.
This rules set has been written to allow you to agree to play a game and pick your forces independently using the Codex army lists as you normally would: a 'pick-up-and-play' style game the likes of which you will most likely commonly find in your local game store or club.
Note that though these rules are intended to be used for larger games, this is not an Apocalypse add-on. If you want to play Apocalypse then go for it! Every time I've played Apocalypse I have made up my own rules and scenarios to do so - feel free to use these rules as a starting point if you wish! This set is a stand-alone set to add a bit more flavour to a larger game of Warhammer 40,000, and perhaps ease a little the organisation of such a game between two players.
Choose Forces
Each player chooses their force from their Codex army list as usual, with the following guidelines:
1) The forces are chosen up to an agreed points cost of between 3000 and 5000 points.
2) Each force consists of two force organisation charts. These charts are combined to count as one larger chart for all intents and purposes of the main detachment. This means there are compulsory requirements of 2 HQ choices and 4 Troops choices, and all maximums are doubled including optional Fortifications.
3) Allies can be chosen, using either a single Allies chart, or combining two together to form a larger allied contingent. You cannot choose to take two separate allied detachments from two different codices. So you could take a single allied detachment chart with 1 compulsory HQ and 1 compulsory Troops choice, or a combined allied detachment chart with 2 compulsory HQ choices and 2 compulsory Troops choices.
4) Each army has one or more 'Primary Troops' options. These Troops choices must be used for all of the force's compulsory Troops selections.
5) With prior agreement each force may choose as a single optional choice, a single legendary unit chosen from an Apocalypse Datasheet (note this is a Legendary unit such as a Baneblade or Revenant Titan, not a Battle Formation like a Court of the Young King or a Battle Company).
6) With prior agreement each force may choose as a single optional choice, a single generic or race-specific Apocalypse Strategic Asset (not including Flank March) for 250 points.
1) The forces are chosen up to an agreed points cost of between 3000 and 5000 points.
2) Each force consists of two force organisation charts. These charts are combined to count as one larger chart for all intents and purposes of the main detachment. This means there are compulsory requirements of 2 HQ choices and 4 Troops choices, and all maximums are doubled including optional Fortifications.
3) Allies can be chosen, using either a single Allies chart, or combining two together to form a larger allied contingent. You cannot choose to take two separate allied detachments from two different codices. So you could take a single allied detachment chart with 1 compulsory HQ and 1 compulsory Troops choice, or a combined allied detachment chart with 2 compulsory HQ choices and 2 compulsory Troops choices.
4) Each army has one or more 'Primary Troops' options. These Troops choices must be used for all of the force's compulsory Troops selections.
5) With prior agreement each force may choose as a single optional choice, a single legendary unit chosen from an Apocalypse Datasheet (note this is a Legendary unit such as a Baneblade or Revenant Titan, not a Battle Formation like a Court of the Young King or a Battle Company).
6) With prior agreement each force may choose as a single optional choice, a single generic or race-specific Apocalypse Strategic Asset (not including Flank March) for 250 points.
The Battlefield
Though you could possibly squeeze a 3000 point game onto a normal table, ideally you will need a larger playing area. If you are playing at your club or a similar venue the ideal is to arrange two 6'x4' tables together along their long edges, creating a 6'x8' table.
Scenery is set up in any agreeable manner.
Scenery is set up in any agreeable manner.
The Mission
The mission used is an adapted form of the Eternal War missions found in the Warhammer 40,000 rulebook.
The choices are: Crusade, Purge The Alien, Big Guns Never Tire, The Scouring and The Emperor's Will. The Relic is not used as this scenario is better suited to smaller games.
The missions are played as described in the rulebook except where noted below.
Primary Objectives: If a larger than normal playing area is being used, try to place objectives in a characterful manner for an interesting game - not just right at the back of your deployment zone! In this case no objective may be placed within 12" of the table edge, and at least one objective per-player must be placed within 6" of the centre line between the deployment zones.
Primary Objectives are worth 3 Victory Points (or their random values as described in The Scouring scenario) if held by a scoring unit as usual. In addition each Primary Objective is worth 1 Victory Point if you have at least one denial unit within 3" and no enemy scoring or denial units are within 3". An objective can only counted as controlled by one unit, so you will either score 3 Victory Points or 1 Victory Point, even if you have several different units within 3" of an uncontested objective.
Kill points: Every unit that has been completely destroyed awards 1 Victory Point as described in the Purge The Alien Scenario. This rule applies in every scenario, not just Purge The Alien!
Time limit: All missions use the random game length as described in the rulebook. However as these games are larger than normal you may need to play until an agreed time limit has elapsed instead. Try to ensure each player is able to complete the same number of turns before the time limit is reached.
The choices are: Crusade, Purge The Alien, Big Guns Never Tire, The Scouring and The Emperor's Will. The Relic is not used as this scenario is better suited to smaller games.
The missions are played as described in the rulebook except where noted below.
Primary Objectives: If a larger than normal playing area is being used, try to place objectives in a characterful manner for an interesting game - not just right at the back of your deployment zone! In this case no objective may be placed within 12" of the table edge, and at least one objective per-player must be placed within 6" of the centre line between the deployment zones.
Primary Objectives are worth 3 Victory Points (or their random values as described in The Scouring scenario) if held by a scoring unit as usual. In addition each Primary Objective is worth 1 Victory Point if you have at least one denial unit within 3" and no enemy scoring or denial units are within 3". An objective can only counted as controlled by one unit, so you will either score 3 Victory Points or 1 Victory Point, even if you have several different units within 3" of an uncontested objective.
Kill points: Every unit that has been completely destroyed awards 1 Victory Point as described in the Purge The Alien Scenario. This rule applies in every scenario, not just Purge The Alien!
Time limit: All missions use the random game length as described in the rulebook. However as these games are larger than normal you may need to play until an agreed time limit has elapsed instead. Try to ensure each player is able to complete the same number of turns before the time limit is reached.
RACE SPECIFIC RULES
Each army has its own rules, some good, some not-so-good, which it uses in this type of game. These are described below. If both players agree you could choose to not have these rules apply, but they are designed to add a little more character which can make a larger game more fun, as well as adding an extra challenge. Each race's Primary Troops are also listed here.
Space Marines
Valuable Assets: Even a single Space Marine casualty is a keenly felt loss to the Imperium. Every Space Marine unit that is entirely destroyed awards 2 Victory Points to the opponent instead of just 1.
Objective Secure: Space Marines are elite shock troops, but as their numbers are few they all must hold their ground, regardless of rank, if there is no-one else. Each objective with a Space Marine scoring or denial unit within 3" will award 1 Victory Point even if there are enemy units also within 3". Space Marine scoring units on uncontested objectives score 5 Victory points instead of 3.
SPACE MARINES
Primary Troops: Tactical Squad.
SPACE WOLVES
Primary Troops: Grey Hunters or Blood Claws.
BLACK TEMPLARS
Primary Troops: Crusader Squad.
DARK ANGELS:
Primary Troops: Tactical Squad.
BLOOD ANGELS:
Primary Troops: Tactical Squad.
GREY KNIGHTS:
Daemon Hunters: Each Greater Daemon or Daemon Prince destroyed awards a bonus Victory Point. Each Greater Daemon or Daemon Prince still alive at the end of the game awards the opponent a bonus Victory Point.
Primary Troops: Grey Knights Squad or Grey Knights Terminator Squad.
Objective Secure: Space Marines are elite shock troops, but as their numbers are few they all must hold their ground, regardless of rank, if there is no-one else. Each objective with a Space Marine scoring or denial unit within 3" will award 1 Victory Point even if there are enemy units also within 3". Space Marine scoring units on uncontested objectives score 5 Victory points instead of 3.
SPACE MARINES
Primary Troops: Tactical Squad.
SPACE WOLVES
Primary Troops: Grey Hunters or Blood Claws.
BLACK TEMPLARS
Primary Troops: Crusader Squad.
DARK ANGELS:
Primary Troops: Tactical Squad.
BLOOD ANGELS:
Primary Troops: Tactical Squad.
GREY KNIGHTS:
Daemon Hunters: Each Greater Daemon or Daemon Prince destroyed awards a bonus Victory Point. Each Greater Daemon or Daemon Prince still alive at the end of the game awards the opponent a bonus Victory Point.
Primary Troops: Grey Knights Squad or Grey Knights Terminator Squad.
Chaos Space Marines
To Rule the Stars: The goal of every champion of Chaos is to gain the favour of his unholy masters and ascend to Daemonhood. Claiming the skulls of his enemies in their name is a good way to do it! Each independent character killed by a Chaos Marine independent character in a challenge earns an extra Victory Point. Should any character become a Daemon Prince through a roll on the boon table then this also awards a bonus Victory Point, as long as the Daemon Prince survives the battle!
Death of a Champion: Each Chaos Marine independent character that is killed in a challenge awards an extra 1 Victory Point to your opponent.
Primary Troops: Chaos Space Marine Squad or Thousand Sons Squad or Noise Marines Squad or Khorne Berserker Squad or Plague Marine Squad.
Death of a Champion: Each Chaos Marine independent character that is killed in a challenge awards an extra 1 Victory Point to your opponent.
Primary Troops: Chaos Space Marine Squad or Thousand Sons Squad or Noise Marines Squad or Khorne Berserker Squad or Plague Marine Squad.
IMPERIAL GUARD
Acceptable Losses: The Imperial Guard has manpower in the billions. Indeed one of its greatest strengths is its ability to throw whole battalions into battle and wear the enemy down through sheer weight of numbers. No unit chosen from an Infantry Platoon (except for the Platoon Command Squad) or Penal Legion choice awards any Victory Points for being destroyed.
Chain of Command: The Imperial Guard relies on its rigid chain of command and the ingrained ability of its soldiers to follow orders to operate effectively on the battlefield. Each commissar, independent character, and any character capable of issuing orders awards a bonus Victory Point to the opponent if they are killed (even if their squad is not).
Primary Troops: Infantry Platoon.
Chain of Command: The Imperial Guard relies on its rigid chain of command and the ingrained ability of its soldiers to follow orders to operate effectively on the battlefield. Each commissar, independent character, and any character capable of issuing orders awards a bonus Victory Point to the opponent if they are killed (even if their squad is not).
Primary Troops: Infantry Platoon.
Tau Empire
Tech Empathy: The Tau are masters of technology, and can quickly ascertain a device's purpose and function. Any unit of Tau (not mercenaries such as Kroot or Vespids) can re-roll the random attribute of a mysterious objective at the start of either players' turn so long as they are within 3" of it. Alternatively they can 'turn on' or 'turn off' any attribute of an objective at the start of either players' turn. (If turning on an objective roll the dice for the attribute again). An objective cannot be turned on and off (or off and on) in the same turn, but you can decide to turn the objective attribute off after rolling to see what it does.
Primary Troops: Fire Warrior Squad.
Primary Troops: Fire Warrior Squad.
Tyranids
Synapse Control (Shoot The Big Ones!): The Tyranid Hive Mind relies on the synapse control of its superior creatures to coordinate the actions of the swarm. Consequently the enemies of the Tyranids have learnt to identify and target these creatures in battle. Each unit that contains at least one synapse creature is worth an extra Victory Point if destroyed.
Without Number: Any unit of Termagants, Hormagaunts or Gargoyles may purchase the ability to use the Wave Attack special rule for 3 points per model.
Primary Troops: Termagants or Hormagaunts.
Without Number: Any unit of Termagants, Hormagaunts or Gargoyles may purchase the ability to use the Wave Attack special rule for 3 points per model.
Primary Troops: Termagants or Hormagaunts.
orks
Cut Off The Head: Orks generally fight for their leaders - the Warbosses. Without a strong leader to keep them in line they will become disorganised and easier to deal with. The Warlord is worth an extra Victory Point if slain. Each Warboss killed (even if not the Warlord) is also worth a Bonus Victory Point. If the Warlord is slain every unit in the army (except for other Warbosses) suffers a -1 Ld modifier for the rest of the battle.
Live To Fight: Orks simply love to fight, and the more fighting the army does the more fired up the Boyz get - especially if they are winning! Each turn in which your army wins more assaults than it loses (i.e. causes more casualties and forces a morale test) you gain an extra Victory Point.
Cannon Fodder Grots: Units of Grots, and artillery crewed by them, do not award any Victory Points if destroyed. (Note that Killa Kans are crewed by Grots but are not artillery, so will still award Victory points if destroyed.)
Primary Troops: Ork Boyz.
Live To Fight: Orks simply love to fight, and the more fighting the army does the more fired up the Boyz get - especially if they are winning! Each turn in which your army wins more assaults than it loses (i.e. causes more casualties and forces a morale test) you gain an extra Victory Point.
Cannon Fodder Grots: Units of Grots, and artillery crewed by them, do not award any Victory Points if destroyed. (Note that Killa Kans are crewed by Grots but are not artillery, so will still award Victory points if destroyed.)
Primary Troops: Ork Boyz.
Necrons
Primary Troops: Necron Warriors or Immortals.
Eldar
A Keenly Felt Loss: The numbers of the Eldar race are dwindling, and each loss is one more step closer to extinction. Each Eldar unit that is entirely destroyed, except for Wraithguard, Wraithlords or any of their variants, awards the opponent 2 Victory Points instead of 1.
Guardians: Each Eldar craftworld calls upon its civilians to serve in its military forces as Guardians as the number of actual warriors available is not always sufficient. However, each unit of Guardians that does its duty gives the Aspect Warriors more freedom and opportunity to complete the destruction of the enemy. Each unit of Guardians (not including Guardian Jetbikes) still alive at the end of the game awards an extra Victory Point. In addition, a Primary Objective controlled by a unit of Guardians (including Jetbikes) is worth 5 Victory Points instead of 3.
Primary Troops: Guardians or Dire Avengers.
Guardians: Each Eldar craftworld calls upon its civilians to serve in its military forces as Guardians as the number of actual warriors available is not always sufficient. However, each unit of Guardians that does its duty gives the Aspect Warriors more freedom and opportunity to complete the destruction of the enemy. Each unit of Guardians (not including Guardian Jetbikes) still alive at the end of the game awards an extra Victory Point. In addition, a Primary Objective controlled by a unit of Guardians (including Jetbikes) is worth 5 Victory Points instead of 3.
Primary Troops: Guardians or Dire Avengers.
Dark Eldar
Slavers: Each non-vehicle unit that is killed (loses its last wound) in combat (not from being caught by a sweeping advance) awards an extra Victory Point. Dark Eldar are less interested in holding ground so each Primary Objective is worth one less Victory Point than normal (to a minimum of 1) if held by a scoring unit, and their denial units do not score a Victory Point for being on an uncontested objective.
Primary Troops: Dark Eldar Warriors or Wych Cult.
Primary Troops: Dark Eldar Warriors or Wych Cult.
Sisters Of Battle
Holy Martyrdom: The high-ranking members of the Ecclesiarchy are revered as examples of faithfulness and carriers of the Emperor's will. When they are martyred in holy battle their body must be recovered to be honoured and ritually interred into one of the Ecclesiarchy's many grand mausoleums. When any independent character from the Sister of Battle codex dies, lie them on their side or replace with a marker. Their body now counts as a Primary Objective. (This special rule does not apply to Living Saints.)
Primary Troops: Battle Sisters Squad.
Primary Troops: Battle Sisters Squad.