Post by Andrew on Oct 12, 2005 10:35:33 GMT -6
This is it - the culmination of our armies' weeks of suffering and celebrating. The final assault is upon the beleagured Imperials! Surrounded on all sides they must hold the Cathedral of Saints and the relic of St. Travion. If they are overwhelmed they must destroy the relic so it doesn't fall into anything but Imperial hands. Salvation or doom will be found here!
1800 points, plus or minus your adjustments. Find this in Week 4 results thread.
Special Rules
Only the CITYFIGHT rules are being used, as well as Reserves, Deep Strike, Defences (Imperials only), Preliminary Bombardment (against Imperials only), Random Game Length
Set-up
The Imperials will deploy all their forces in the middle deployment zone, which is 36" by 36", centered on the board. These can be deployed anywhere, along with any defences.
Each race then takes a corner box to deploy in. These extend 36" from the short table edge and halfway across from the long table edge, as shown. Each race then rolls their strategy rating (pg 80 of the bbb). Add the totals from each army together for a total result. Starting with the race that rolled highest, they deploy their entire armies into their corner. Keep anything you choose in reserve. No models may be deployed within 24" of an enemy model. Try to do this somewhat quickly, as it will be an extraordinarily long game ahead.
Turn Sequence
Movement: All at the same time. Yes, this seems goofy, but it's all good and we need to for time restrictions. Everyone moves at once. Don't dink around waiting to see where everyone else has already moved, just do it! Everyone's gonna have to make up plans as they go.
Shooting phase: At the beginning of the game, each race rolls their strategy ratings, as with set-up. This represents each army reacting as fast as the fluff says they do.
Imperials are included in the rolling this time. Starting with the race that rolled highest, proceed with the shooting phase as normal. Once you're done, the next lowest race will shoot, etc. Write down the order of shooting, as it will be the same throughout the rest of the game.
Assault phase: The same roll made for the shooting phase will count as assault roll. Thus, the person that shot first will assault first, etc.
Objectives
To capture, desecrate, or hold the relic, you must have a scoring unit closest or on top of it at the end of the game. There can be no enemy as close, etc.
To destroy the relic, any unit (all armies with this as an objective are equipped with suitable charges) must first announce its intentions and then remain in contact with the relic through the movement, shooting, and assault phases. They can't have moved in the movement phase, thus either you have to move into contact with it through normal movement, or assaulting it, which is allowed.
The Imperials aren't allowed to destroy it until they've lost 75% of their total forces.
Each attacking race has 30 points to split amongst themselves for extra gear in the cityfight codex. This will be posted. Yes, this means there could very well be 21 demolition charges on the table to throw at the Imperials, but that's not really kosher, and besides, there are more useful items to take.
The defenders have 200 points to use on defences, and I have pm'd them about what I suggested already.
Remember, the Imperials aren't your only enemy...if an enemy is closer than an Imperial you must pass a Ld to not shoot at them. Not to mention they'll be gunning for you as well...
I think that's everything...
1800 points, plus or minus your adjustments. Find this in Week 4 results thread.
Special Rules
Only the CITYFIGHT rules are being used, as well as Reserves, Deep Strike, Defences (Imperials only), Preliminary Bombardment (against Imperials only), Random Game Length
Set-up
The Imperials will deploy all their forces in the middle deployment zone, which is 36" by 36", centered on the board. These can be deployed anywhere, along with any defences.
Each race then takes a corner box to deploy in. These extend 36" from the short table edge and halfway across from the long table edge, as shown. Each race then rolls their strategy rating (pg 80 of the bbb). Add the totals from each army together for a total result. Starting with the race that rolled highest, they deploy their entire armies into their corner. Keep anything you choose in reserve. No models may be deployed within 24" of an enemy model. Try to do this somewhat quickly, as it will be an extraordinarily long game ahead.
Turn Sequence
Movement: All at the same time. Yes, this seems goofy, but it's all good and we need to for time restrictions. Everyone moves at once. Don't dink around waiting to see where everyone else has already moved, just do it! Everyone's gonna have to make up plans as they go.
Shooting phase: At the beginning of the game, each race rolls their strategy ratings, as with set-up. This represents each army reacting as fast as the fluff says they do.
Imperials are included in the rolling this time. Starting with the race that rolled highest, proceed with the shooting phase as normal. Once you're done, the next lowest race will shoot, etc. Write down the order of shooting, as it will be the same throughout the rest of the game.
Assault phase: The same roll made for the shooting phase will count as assault roll. Thus, the person that shot first will assault first, etc.
Objectives
To capture, desecrate, or hold the relic, you must have a scoring unit closest or on top of it at the end of the game. There can be no enemy as close, etc.
To destroy the relic, any unit (all armies with this as an objective are equipped with suitable charges) must first announce its intentions and then remain in contact with the relic through the movement, shooting, and assault phases. They can't have moved in the movement phase, thus either you have to move into contact with it through normal movement, or assaulting it, which is allowed.
The Imperials aren't allowed to destroy it until they've lost 75% of their total forces.
Each attacking race has 30 points to split amongst themselves for extra gear in the cityfight codex. This will be posted. Yes, this means there could very well be 21 demolition charges on the table to throw at the Imperials, but that's not really kosher, and besides, there are more useful items to take.
The defenders have 200 points to use on defences, and I have pm'd them about what I suggested already.
Remember, the Imperials aren't your only enemy...if an enemy is closer than an Imperial you must pass a Ld to not shoot at them. Not to mention they'll be gunning for you as well...
I think that's everything...