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Subject: Epic 1000 point battle house rules!

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the_captain
Sneak
Sneak
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03/28/2006 9:52 PM  
Hey there,

Me and a buddy are planning on playing a huge game of SWM that will consist of 1000 points or maybe even more. I just realized that a game of that size will take forever and play very clumsily. I came up with the following house rules that hopefully make the game run smoothly and have a degree of organization. If you haven't noticed, they are inspired from Warhammer 40K rules. Please let me know what you think. The game will run using the normal skirmish rules except where noted here:

Army Composition:
•Any number of squads that cost up to 300 points; totaling up to 1000 points.
•Must include 1 HQ squad (see below)
•Must include a minimum of 3 Troop squads (see below). The maximum number of Troop squads allowed are unlimited.
•May include up to 3 Elite Squads (see below)
•May include up to 3 Fast Attack squads (see below)
•May include up two 3 Heavy Support squads (see below)

Unit Definition:

•Vehicle – A Vehicle is any character that is Large or bigger, is not a living creature, and is not a Droid.

Squad Definition:

•HQ Squad – This is the squad that contains the army’s General and command staff. The General must be a Unique Commander. The General’s Commander Effect will affect his squad and the two squads closest to his squad. For an extra 20 points each, you can designate up to 3 characters in this squad as a Communications Officer. For every Communications Officer you have in the squad, you can have the General’s Commander Effect affect one additional squad. For example, an HQ Squad with two Communications Officers will extend the General’s Commander Effect to the closest four squads. If a Communications Officer is killed, then reduce the number of squads affected by the General’s Commander Effect accordingly. You may include up to two additional Commanders in this squad, but their Commander Effect will only affect the squad they are in.

•Troop Squad – These are the rank-&-file foot soldiers or the army. The squad may cost between 100 & 300 points and consists mainly of characters that do 10 damage or have the word Trooper but not the word Elite as part of their name. The squad may include up to four characters that do 20 damage and up to 1 unit that does 30 or more damage as long as the character is not a vehicle (more on vehicles later). The squad must include one and only one Commander. This commander does not have to be unique.

•Elite Squad – These squads consist of seasoned veterans, force users, or any other kind of battlefield specialists. The Squad can cost up to 200 points. There is no limit to the amount of damage each character in an Elite squad can do but each member of the squad must share a common special ability or have Force Points. For example, a squad consisting entirely of characters who each have Stealth, or Bounty Hunter, or Accurate Shot, or have Force Points, or have Elite as part of their name. An Elite Squad may not include vehicles. An Elite squad may include up to 2 Commanders that do not have to be Unique. If a commander is included, they are considered to have the Special Ability that the entire squad has (except for Force Points). An Elite Squad may include 1 Vehicle, but that Vehicle will not get the Special Ability that the rest of the squad has.





•Fast Attack Squad – These are squads specialize in hit & run tactics, flanking maneuvers, and quick assaults to soften the enemy before the core of the army arrives to finish them off. A Fast Attack squad can cost up to 100 points and consists of characters who have a Speed higher than 6, and/or have Flight. A fast attack Squad may include Vehicles. A Fast Attack squad may include up to 1 Commander, as long as it has a Speed higher than 6 and/or has Flight.

•Heavy Support Squad – This squad who employs advanced weaponry, big guns, and large Vehicles to utterly devastate the opposition. The squad may cost up to 200 points and consists of characters that do a base damage of 30 or greater. The Squad may include up to 5 Vehicles. The squad may include up to 1 Commander. The base damage of the commander does not matter. An AT-AT is a Heavy Support squad in itself, so an AT-AT may not include any other characters as part of its squad, although it may transport a HQ squad, Troop squad, or an Elite squad as long as there are no Vehicles as part of that squad.




Squad Activation

•Instead of activating individual characters, an entire squad of characters activates as part of a single activation. Each member of the squad can take any action that it could normally take in skirmish, but when they are done with their activation, they must be no more than 2 squares apart from each other.

•When shooting at enemy squads, determine which individual members of the squad can see their target. Only these individuals can shoot or combine fire against the target. Determine the squad’s defense is the defense value of the majority of the members of the squad being targeted. For example, if a squad of Stormtroopers is shooting at that consists of mainly Rebel Troopers with some Elite Troopers, then the Stormtroopers hit their targets on a 13 or higher, since the Rebel Troopers defense is 13. The shooters are targeting the squad as a whole, not individuals within the squad. Characters with Accurate Shot, Sniper, or any Special Ability with Range: Sight may target individual characters within a squad, as long as they are legal targets. Characters using these abilities must attack vs. the individual’s defense, not the squad’s overall defense.




Squad damage.

•When members of a squad take damage from shooting, the player controlling that squad chooses which targeted character takes the damage. Ignore this if the squad was damaged by a character’s melee attack, Sniper shot, Accurate Shot, or Range: sight special ability. In that case, the player doing the attacking chooses which character takes the damage.

Well thats it! Atleast for now...

Please let me know what you all think, I'd appreciate any input/critique you may have.

Thanks!


Fun Guy from Yuggoth

Cthulhufnord
Warlord
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Umass Amherst Baby!

03/29/2006 1:33 AM  
I'm not a fan of the Warhammer rules that much myself. I'd consider looking at the D&D minatures handbook, it's got mass battle rules that could be easily adapted to SWM. I could see a 1000 point battle taking a while, I'm actualy at the point where I can comfortably field at least a 800 point Seperatist Droid army. My Imperial Legions ain't too far behind neither.

Ash nazg durbatulûk, ash nazg gimbatul,
ash nazg thrakatulûk, agh burzum-ishi krimpatul

Darth Crush
Sneak
Sneak
148 Posts


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05/02/2006 6:46 AM  
what kind of squads are u going to be running and nice rules
(have fun with your three hour battle)[|)] J/P

Commander of the W.M.D
Dark Lord of the Krush Club
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