1 / 1

DaBoyz GT 2010 Test Mission #1: Spy Games

DaBoyz GT 2010 Test Mission #1: Spy Games Beta test Overview Special Rules The Battle has been grinding on at a stalemate. It’s time to try some unconventional mean’s. It’s time to sow some confusion employing your convert operation’s Infiltrate, Deep Strike, Reserves, Scouts, Spy Games.

Ava
Télécharger la présentation

DaBoyz GT 2010 Test Mission #1: Spy Games

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. DaBoyz GT 2010 Test Mission #1: Spy Games Beta test Overview Special Rules The Battle has been grinding on at a stalemate. It’s time to try some unconventional mean’s. It’s time to sow some confusion employing your convert operation’s Infiltrate, Deep Strike, Reserves, Scouts, Spy Games. Spy Games; Confusion: After sides are chosen but before deployment pick an enemy unit and chose the deployment of that unit (i.e. reserves, regular deployment) *This negates all army special rules i.e. infiltrate, scout, must be deployed, etc. Trapped!: Secretly pick a piece of terrain, any unit in that piece of terrain has its cover save reduced by 1. *Conceal this paper from your opponent and use the map below to draw in the terrain features and your pick, reveal after deployment for both sides is complete. If the same piece is picked it is cumulative Line of Retreat Units that fallback will do so towards the owning players nearest deployment zone. 2 Game Length Random game length – at the end of turn 5 roll a die on a 3+ the 6th turn is played. At the end of turn 6 roll a die on a 4+ the 7th turn is played. The maximum game length is 7 turns or when time is called. Each game will be given 2 ½ hours from start to finish. Players should not begin a new turn if there is insufficient time remaining to complete the turn. Objectives Primary (Kill Points): Destroy your opponent. Scoring: Win = , Draw =, and Loss = 0 Secondary (Control Trapped Terrain): To secure the Secondary objective you must control the most Trapped Terrain wins this objective. Scoring: Win = , Draw =, and Loss = 0. Tertiary (Destroy the Confused unit): To secure the tertiary objective you must destroy the confused unit. Scoring: Win = , Loss = 0. Deployment (Spearhead) Setup objective markers before deployment (see special rules). Both players roll a D6. The winner of the roll chooses to go first or second. The player that chooses to go first then deploys his force wholly within a standard table quarter while still staying more 12 inches from the table’s center point. They must then declare any and all units entering the game using the deep strike, reserves, and outflanking special rules. The other player then deploys their force wholly with the opposite standard table quarter while staying more than 12 inches form the table’s center point. They must then declare all units entering the game using the deep strike, reserves, and outflanking special rules Once both forces are deployed, players first alternate deploying infiltrators and then alternate make any scout moves. The player with the first turn now begins this turn. The opposing player may choose to seize the initiative. At all times, armies must follow all special deployment rules specific to their codex. Tactical Bonuses +2 If you control more table quarter’s +1 If you destroy all of your opponents Troop Choices

More Related