Exigence - or - Why I Felt the Need to Create this Blog

12 August 2012.

Wow. 6th Edition is here, and I feel like it incorporated many facets of our house rules here are the Lower Register.

Go us. GW, you can have those for free.

Plz look for some updates soon as I try to figure out how my precious BA will fit in to the world of Overwatch and Random Charging distances. Gotta say, so far, I am loving the idea of 5 attacks per Death Company Marine (2 base, 2 for charging, 1 for extra weapon).


-Hax out-

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Why Lower Register? Pedro and I started playing various wargames about five years ago, but found that we just didn't have time to complete standard games. We, along with our limited pool of playing partners, decided that we would become good at skirmish games that we could enjoy on a regular basis. So, over time we amassed a body of experience in Kill Team, Warmachine, Infinity, and other such games. This blog is the natural outgrowth of that experience, and our desire to share it with you all.

Sunday, July 31, 2011

Race to Battle! (AKA Dawn of War on the Table-Top)




"Lieutenants debate tactics.  Captains plan operations.  Colonels implement strategy.  Generals manage logistics."


Two opposing forces descend upon a world filled with valuable resources.  The armies race to mobilize their logistics trains while pushing forward in to the enemy territory and defending their own lines of supply.


Rules


Army Selection:  Initial Deployment phase FOC: 1 HQ and 2 Troops, no points limit.  In subsequent deployment phases FOC may not exceed 0-2 HQS, 0-3 Elites, 0-6 Troops, 0-3 Heavy Support.


Initial Deployment:  Players total the points of their initial army selections. The player with the lowest points total their army chooses where to deploy and whether to go first or second.  After infiltrators are deployed and after scout moves are made, roll a dice, on a roll of 1, the player with the higher points total may choose to steal the initiative.  It's simply to deploy cheaper units.


Battlefield:  Table quarters on a 6' X 4' playing surface.  Place five pieces of LOS blocking terrain, one in each table quarter, and the largest in the very center.  Each player may place a Field Headquarters building somewhere in their table quarter.  A Field Headquarters is an AV 14 building with 3 structure that uses the damage tables for Super Heavy vehicles (Apocalypse rules).


Resource Objective:  Players place 6 objectives, placed alternately before the deployment phase.  Each objective must be at least 8" from any Field HQ or other objective.  Each turn after the first, a player receives 200 points from the Field Headquarters and 100 points from each claimed objective at the beginning of their reinforcement phase.  Unspent points are retained from turn to turn.


Reinforcements:  Each player takes a "Reinforcements Phase" directly before his movement phase.  During this phase, players may spend resource objective points on additional units from their respective codex.


Victory Conditions:  Destroy the opposing Field HQ choice.






---Ok, what do you think?  Comments/Revisions welcome... when we settle on something, I'll sticky this to the right-hand column.

1 comment:

  1. My thoughts exactly, this will need some refinement, but also the ability to bake in some tech development and spend points on upgrades instead of building up your army. Upgrades would not be a sure bet though you would spend points on a chance to get an upgrade and then the upgrade would be based on a D6 roll.

    1- Base fortification: add gun turret to hq
    2- Air support - 1 strength 4 Ap 4 blast
    3- increased production - population cap increased by 50
    4- Scoring unit - pick one unit and make it scoring
    5- increased morale - 1 additional innovative for the turn
    6- forcefield - pick opposing unit, that unit skips a turn

    More thoughts later, but I like where this is heading...

    I think that perhaps a 500 point population limit would make sense as well, perhaps an upgrade could be increased population size.

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