Still not exactly sure. My side was down 6k and it was okay. What hurt was a lack of Ordnance, Super-heavies and Formations as compared to the opposing side.
Scenario:
The Defenders start with a fortress in the shape of a U (See pictures). The long walls are 48” with 6” doors. The angled walls are 18” with 4” doors. The short walls at the “top” of the U are 12” (giving the fortress a depth of 12”) with 3” infantry only doors.
There are 6 objectives, 4 in the fortress, two outside, but still in the defender’s deployment zone. To capture the objectives, any offensive infantry/jump infantry/cavalry that deployed on a table edge (so no deepstriking units) must be in contact with the objective at the end of their player turn. The objective then “explodes” as if it were a vehicle. This represents the enemy “bombing” key buildings. Once an objective is detonated, it may not be retaken by the defenders.
The walls give a 5+ cover save on the parapets. Each segment is 7” (48-6 = 42, 42/6 = 7). Wall segments are AV 14 and have 2 structure points. When a segment loses its first structure point, the cover save is negated on that segment. When it loses its second, anything on the parapet must “disembark” that segment and pass a dangerous terrain test. There then is a 7” gap in the wall. Penetrating hits remove a structure point on a 3+, glancing hits on a 5+.
Doors are as follows:
6” – AV 13
4” – AV 12
3” – AV 11
3+/5+ destroy the doors, each is 1 structure point.
Doors may be opened/closed at the beginning of the movement phase only. May only open/close a door once per game turn.
Victory Conditions:
Defenders hold 4+ objectives- Victory
Attackers take 4+ objectives- Victory
Defenders hold/Attackers take 3 objectives- Tie Breaker
Tie-breaker:
If opposing is below ½ starting Kill points, receive 1 point. If opposing side is below ¼ starting kill points, receive 2 points. Side with more points wins. If still tied, then game is a tie.
Terrain:
Each player rolls a d20. Go in order from highest to lowest. Each player deploys 2 pieces of terrain. Tied d20 rolls are rolled off to determine who goes before the other. Terrain may not be deployed inside the fortress.
Deployment:
Defenders deplow first. Attackers second. May use full 30 minutes each. We also set the condition that no unit may deploy 8 ft from another in the army, to make the battle run smoothly without players running all around the table during the game.
Defenders go first.
Strategic Reserves:
The attackers follow normal strategic reserves rules.
The Defenders may each only hold ¼ of their forces in reserves (not cumulative for the whole force)
Formations/Legendary units:
All allowed, including FW and Reload
Game Length:
We tried for 6, but only got in 5.
Assets:
Each side receives one for each player on the largest team (Our game was 6 v 5, so both sides received 6, plus any from formations).
The following assets are not allowed:
- Vital Objective
- Jammers
- Anti-Plant Barrage
- All Reload Assets (except ork rok attack)
- My club also banned any form of bombardment, but this need not be done.
The following assets are modified as follows:
-Ambush, when used by defenders, may not be used against enemy units flank marching
-Obstacles may not be placed in front of any doors
-Flank March, when used by the attackers, may not bring them within the fortress walls
-Tunnels may not be put inside the Fortress or in the Attackers Deployment zone.
-Bunkers may not be put in front of doors.
Other Rules:
Necron Wraiths may not score objectives. Moving through walls is cheap, and how can you carry a bomb when you phase in and out.
Monoliths and Super Heavies may not deepstrike into the fortress. That is too cheap.
Coverage of the game tomorrow. I am still waiting on some players highlights of the game and need to narrow down which pictures to use. But it will be up, I promise!