Leic-Arrian Conflict 2002 -

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2002
The War Continues
2001
The battles begin
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House Rules

House Rules

  1. No Assassins.
  2. No Morale high ground dice off for drawn combats.
  3. No Special character.
  4. Allowing VDR (Vehicle Design rules, the model must accurately represent the abilities of the vehicle and no tunnellers).
  5. Deep striking troops landing in difficult terrain must roll a d6, on a 1 they are killed, no armour saves allowed.
  6. Figures must be painted.
  7. Flyers are allowed.
  8. All armies use the standard mission organisation chart (unless codex specifies otherwise).
  9. Chapter approved vehicle descriptions will be used.
  10. Only official codex's, chapter approved armies will be allowed.
  11. Dark Eldar wargear and unit expansion rules will be allowed.
  12. Revised reserve rules will be used (this is where half of the army turns up on the first turn it can, then half of the remaining force and so on till all forces have arrived. Round up each time).
  13. Destroyed vehicles (including landing craft) are only removed from the table if a "vehicle annihilated" result is scored on the Ordnance hit table (page 87).
  14. Units forced to swim roll 16d per movement phase (see below).
  15. Chimera don't needing landing craft.
  16. Enjoy yourself, this is meant to be a fun weekend.

Other Definitions for the weekend.

Drop pods - If the forces are drop poding on table then drop pods must be bought for and physreped. If the attacking players wishes they may drop troops off table and have them arrive from a random determined side the players following turn. In which case the drop pods don not have to be physreped or purchased in points.

Landing craft - there must be phys-rep (I have designs for them) and they must be able to accommodate the troops or vehicles inside.

Beaches and movement on such - Omega table is 3d6 movement base not 2d6 as before

Trenches - provide a +4 cover save, counts as defending an obstacles in melee.Trenches require a difficult terrain test for vehicles (NOT infantry who class it as normal), if failed they become immobile. If the trenches are in areas of difficult terrain then troops entering or leaving the trench must roll, otherwise troops climbing out of trenches do not have to test.

Bunkers (see rule book page 133)

Tank Traps (5 points) - these are impassable to all vehicles (except skimmers) and provide cover to infantry (5+ save), armour value 10, glancing hits have no effect but infantry may assault them as though they were a stationary target.

Razorwire (5 points )- has no effect on vehicles. Infantry, bikes and cavalry roll one less dice to determine their movement when crossing razorwire.

Wire cutters (10 points) - these may be fitted to vehicles or walkers, or issued to members of an infantry unit. a section of razorwire crossed successfully will be rendered destroyed. No more than one section can be destroyed by a single wirecutter per turn.

Scaling ladders / grapple lines (5 points per model in a unit) - Units with scaling ladders or grapple lines may climb impassable cliff faces as if they were difficult terrain.

Mixed Obstacles (10 points) - combine the effect of razorwire and tank traps

Swimming - any troops that are forced to swim ashore roll 1d6 for movement and may NOT shoot or assault. Swimming shoots may be shot at but receive a 5+ cover slave.

Shell Craters - these provide cover for infantry sheltering within them of a 5+, they also count as difficult terrain.

Sand banks and dunes - crossing these require a difficult terrain test, areas round the trench are also considered to be difficult terrain

Supportive fire from "The Big Guns" - these have been set up to give fire support on surrounding beaches and have a range of 36"-240" though they can not fire on to the Venus Cliffs table. The guns are situated in fortified vehicle scrapes which gives them protection from attack (all hits are glancing and they do not count as open topped).

They may be fired either as a two, two gun batteries one battery per table or both batteries on the same table. Their field of fire is limited to either Omega or Jupiter beaches, they may NOT fire onto Venus Cliffs table..

The fire lands in the defending players firing turn on the beach, landing as a barrage but uses the Ordnance blast template, but rolls 2d6 for scatter rather than 1d6.  The defending player must guess the range to the target on table, with the commander of the Venus guns guessing the distance to the defenders table edge. These two distances are then added and that is the distance the gun fire.

Army Tactical Reserves (ATR) - these are not the same as normal reserves but are in fact complete army units of 1000 points which are stationed in reserve to act as re-enforcements to tables. Initially only the Dark Forces will have any ATR units available. The force must be organised using the standard mission chart. The ATR can not be called for prior to turn 4 of any game, after which point travelling time must be calculated. Once ATR may arrive start rolling for them using the revised reserve rule.

Travelling times and Delays - it is possible for units or complete forces to travel from one table to another to provide support. Each hex on the strategic overall map takes 3 turns to cross, terrain effects this in both a positive and negative, -1 turn if road, -1 turn if army is fast, -1 turn if the force is mechanised, -2 if a flyer, +1 turn if hex is a BUA (Built up area), +1 turn for woods and +2 turns if mountainous (these modifiers are cumulative). The minimum time to travel across a hex is always 1 turn.
The delay is counted from the time of request. Therefore if in turn 5 a player requests an ATR force, which is stationed 2 hex's away, the base time is 6 turns + or - depending on the terrain / composition of the force.
As game turns may take more time on some tables than others, each turn will be equal to 20 minutes. So in the above example of 6 turns the force would start to appear six turns after the request (turn 11) or 1 hour and 40 minutes later, which ever happens first.

Victory Points - total up the victory points from the games, taking into consideration the following table. Once done then check the lower table to establish home many campaign points have been generated from the battle.

Points
Description
100
For each Attackers unit at less than 50% in the defenders deployment zone (only if they are unbroken at the end of the last turn)
100
For each bunker destroyed by the Attacker.
100
For the Defender for each unit at 50% or greater at the end of the game
Defender scores victory points for those units they destroyed
200
For each Attackers unit at more than 50% in the defenders deployment zone (only if they are unbroken at the end of the last turn)
100
Awarded to the Defender for each bunker held at the end of the game (characters can not hold bunkers)
200

Awarded to the Defender for each Coastal Defence gun (Big guns) still operational at the end of the game.

200
Awarded to the Attacker for each Coastal Defence gun (Big guns) destroyed at the end of the game.

Campaign Points
Victory points margin Game Result Winner Points Loser Points
0-400
Draw
10
10
401-800
Minor Victory
13
7
801-1200
Solid Victory
17
3
1201+
Massacre
20
0

Communication between tables - In character Communication between tables will be done in two ways. If you wish to communicate to another table or overall commander of your force you will need to write them a note (detailing your table, commanders name and destination of the message). This worked last year and simulated the "fog of war" with messages being lost or misunderstood, especially when some commanders lost track of who was to support which table. If I have the funds I will invest in some more walkie talkies, with one pair being issued to both sides for communication.


Home
2002
The War Continues
2001
The battles begin
Contact Details

Last updated: April 26, 2002

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