Tuesday, November 17, 2009

Combat Patrol League




Slipwing of the 40K Fight Club is running a Combat Patrol League. It will be running simultaneously with Tale of 4 Gamers, but it is small games and big fun. I have the majority of what I was thinking of using painted, so I will just need to try and squeeze in some more painting along with my Skaven.

This league uses the Combat Patrol rules (download here) with the following changes, or as noted below:

- Patrols need not be fully painted, but will earn extra points if it is.
- No ranged weapons of Strength greater than 7 may be used. Note - this was in the original rules, and still appears in many I have reviewed on the net, but was not included in this particular rule set. Not sure why, but we can discuss if needed.

Games
Each game will be played using the Combat Patrol Mission (see below).

Schedule
Each player is required to play every other player once within a three week period of time (Dec 1 through Dec 21). Games can be scheduled as needed. Players that do not play one another will earn 0 points for that match up.

On the night of Dec 22, all participants will be divided up to play multi-player carnage battles that will be scored as normal.

Experience
Any non-vehicle unit still on the table that is not falling back and is 50% of its starting size or greater at the end of the game may roll once on the following table. The result applies to that unit for the next game only and all results are one use only. If the unit is not used in the subsequent game, the experience is lost.

1: Street Fighters – The unit may re-roll a Difficult or Dangerous Terrain Test. (Jetbikes re-roll this result)
2: Grizzled Veterans – The unit may re-roll failed to wound rolls from a single player turn during an assult or shooting phase
3: Seasoned Campaigner – The unit may re-roll a failed moral check (fearless units re-roll this result)
4: Tank Killers - The unit may re-roll a failed armor penetration roll
5: Natural Survivors - If the unit loses an assault and breaks off, it may re-roll a failed initiative check
6: Rapid Deployment - If the unit is held in reserve, it may re-roll a reserve roll

Any vehicle (excluding dedicated transports) still on the table that is not destroyed, wrecked, or immobilized at the end of the game may roll on the following table. The result applies to that vehicle for the next game only and all results are one use only. If the vehicle is not used in the subsequent game, the experience is lost.

1: Terrifying - The owning player may request that an enemy unit Tank Shocked by the vehicle re-roll its it morale check (Walkers re-roll this result)
2: Hardened Crew - The owning play may request that the result of a glancing hit scored against the vehicle be re-rolled.
3: Reinforced Armor - The owning play may request that the result of a penetrating hit scored against the vehicle be re-rolled.
4: Skilled Gunnery - The vehicle may re-roll a failed to hit roll, or may re-roll scatter dice.
5: Skilled Pilot - The vehicle may re-roll a Dangerous Terrain test (Skimmers re-roll this result)
6: Tank Killers - The vehicles may re-roll a failed armor penetration roll.

Combat Patrol Mission
Deployment: Use the Pitched Battle deployment type found in the main rulebook. Table size is 4' x 4' instead of the normal 4' x 6'.

Victory Conditions: Each game will have both a primary and secondary mission. The Primary mission will always be Victory Points. The secondary objective will be determined randomly. Before deploying, roll a D6 and consult the table below.

1-2: Assassinate – Secondary objective is to kill the opposing patrol’s leader.
3-4: Carnage – A terrain piece is placed in the center of the table. The patrol that holds this objective, uncontested, at the end of the game, wins the secondary objective.
5: Capture the flag – A flag is placed in the center of the table (use any suitable marker). The patrol that is able to get the flag off their table edge, or is in possession of the flag at the end of the game, wins the secondary objective. (Use the flag rules from the Forlorn Hope mission in the Planetstrike book)
6: Sabotage – An objective is placed in the center of the table. It is considered to have an armor value of 12 on all sides. The patrol that destroys the objective wins the secondary objective. On a glancing hit against the objective, roll a d6. If you roll a six, you destroy it. On a penetrating hit, you need a 5+ on a d6. Note - I intentionally tried to make it difficult to destroy this objective.

Due to the size of the patrol, all units in the patrol, with the exception of vehicles, are able to claim objectives in a mission that uses them. Any unit in a patrol may contest objectives.

Games will be scored as follows.

Primary Objective
Win: +10 points
Draw: +5 points
Loss: +1 point

Secondary Objective
Win: +5 points
Draw: +3 points
Loss: +0 point

Bonus Points
Fully Painted: +5 points
Detailed Battle Report: +5 points

Game Length – Combat patrol uses standard game length.

Finale
It would be fun, although will be difficult, to get all the participants together into as many multi-player Carnage battles (as needed) after the 4th period for some extra scoring.

Players
slipwing - IG
globalsmack - ???
circuitse7en - Tau
Gargunki - Orks
Rhellion - Space Marines
??? - Tyranids*
Shining - Space Marines
fadaki - Tau

* - Potential player

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