Thursday, 12 July 2018
Aleph Sector Campaign House Rules
Narrative Mission Amendments
CONVOY: Vigilus Defiant: P.130
Replace Convoy rules: The Convoy contains all vehicles in the Convoy detatchment. To win, the defender must escape with half or more of the vehicles.
STORM THE LINES: Vigilus Defiant: P.134
Add: "And not within 9" of enemy models to the sustained assault rules.
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Scenarios/alternative setups
Recommended for games over 3000 points (150 power approx)
Setup changes
- At the beginning of the game both players split theit armies into two equal halves (or as close as is possible). Both players deploy as normal whichever half of the army they choose.
- The player who goes first will play with the half of the army he deployed for the duration of his turn one. He may not bring ANY of his reserves on.
- In turn two, the player who went first brings on the remainder of his force.
- The player who goes second may bring on his reserves in turn his turn one.
This rule effectively negates total alpha strike from going first, and makes going first a difficult and tactical decision, as going second also means having the last turn.
CONVOY: Vigilus Defiant: P.130
Replace Convoy rules: The Convoy contains all vehicles in the Convoy detatchment. To win, the defender must escape with half or more of the vehicles.
STORM THE LINES: Vigilus Defiant: P.134
Add: "And not within 9" of enemy models to the sustained assault rules.
--------------------------------------------------------------------
Scenarios/alternative setups
Recommended for games over 3000 points (150 power approx)
Setup changes
- At the beginning of the game both players split theit armies into two equal halves (or as close as is possible). Both players deploy as normal whichever half of the army they choose.
- The player who goes first will play with the half of the army he deployed for the duration of his turn one. He may not bring ANY of his reserves on.
- In turn two, the player who went first brings on the remainder of his force.
- The player who goes second may bring on his reserves in turn his turn one.
This rule effectively negates total alpha strike from going first, and makes going first a difficult and tactical decision, as going second also means having the last turn.
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