Battleforce Recon
This mission is designed for 500 points armies in Warhammer 40,000, a perfect points level to begin to learn the game, as well as be able to fit in multiple games during a club/league/game night. Many "Battleforce" box sets, when combined with an HQ, roughly come to around 500 points. The two armies presented in the beginner box set (for 6th edition, it is currently "Dark Vengeance") are usually close to 500 points, if not more. The low points level will allow existing players a low-cost way to try new armies, and new players an opportunity to jump into games without a huge initial investment.
The 500 points level does have some unique aspects in the way you will build and play an army list. Armor saves 2+ and better, vehicle armor values greater than 12 on any given side, models with more than two wounds, psykers, armies exceeding 30 models, flyers, and toughness values 6 and up can be tough nuts to crack. Generals should plan ahead with at least one or two high-strength weapons or models to have a fighting chance. That being said, you'll need at least two troops to have a valid army, and you definitely need troops to capture the objectives in this mission. Try to strike a balance in your selections.
Remember, this is all about casual, low-pressure games, and getting familiarized with the rules. Feel free to bring a few different lists and try them out over the course of your games. You may even want to print out copies beforehand for your opponents. You can also use sticky notes or bookmarks in your codex/rulebook to find your relevant special rules faster.
Your 500 point army, assembled on appropriately sized round bases. (Some older models came with smaller bases or square bases. These are still OK to use.)
No painting requirements -- though your painted miniatures are more likely to show up in pictures!
Your army codex
A 6th edition rulebook (Dark Vengeance mini-paperback or the hardcover)
An army list (on paper) or at least two if you don't like to share!
Where and When:
Saturdays, 12:00 pm (noon) at Games and Stuff, located at 7385-G Baltimore & Annapolis Boulevard in Glen Burnie, MD 20161. Check out their facebook here.
https://www.facebook.com/gamesandstuff
Choose armies as described on page 118 of the 6th rulebook.
Standard force organization, no restrictions.
Your army may not exceed 500 points.
A table should be 4'x4' square.
Players take turns setting up terrain. Full details on page 120 of the 6th rulebook.
Terrain pieces should not exceed a 12"x12" footprint. Larger pieces will count as 2 pieces of terrain (or 3, etc.)
Terrain pieces smaller than 4"x4" can be accumulated into "clumps" or "formations" (for example, in the case of loose trees) to count as a single terrain piece if both players agree.
(Roll a d3 for each quarter of the board. That determines how many pieces of terrain should go in that quarter. Players take turns placing terrain of their choosing.)
After all terrain has been placed, each player takes a turn to place a battlefield objective until four objectives are placed.
This mission does NOT use mysterious objectives. Any visible token or marker will do.
Both players should first roll warlord traits before anything else at this point -- see page 111 of the 6th rulebook.
Both players then roll off. The winner chooses a corner on the board, and deploys his/her army within 12" of that corner (the deployment zone will have an arc radius, not a line.) Any models that cannot fit must be placed in reserve. The other player then deploys his/her army in the opposite corner. Reserves may come onto the board from any point on the board edge within 12" of that controlling player's corner. Units placed in reserve as Deep Strike or Outflank moves should be noted upon initial deployment to your opponent.
The player who deployed first takes the first turn, unless the opposing player can seize the initiative by rolling a 6.
The game lasts six full turns. At the end of the sixth turn, total up points using the objective scores below. Players may concede at any time, or an entire army wiped out before the sixth turn, in which case the game may end early.
Have at least 1 model from a scoring unit -- usually troops, though individual codexes/codices may change this -- within 3" of the objective marker at the end of the game. The presence of enemy models (not just troops) can deny the objective, but only troops may control it. The unit must be disembarked from any vehicle, cannot be falling back, and cannot have the swarm special rule. Vehicles may not control objectives, even if they are troops. Make sure your codex does not disallow your troop choices from scoring.
Likewise, swarms, vehicles, units embarked in vehicles, and falling back units may not deny objectives. Some codexes/codices may restrict some units from denying objectives, keep an eye on this.
Earned at game end, if you have killed the enemy warlord.
The first full unit of any kind to be removed as casualties rewards a point at the end of the game.
At the end of the game, if you have one or more models from a scoring or denial unit in your opponent's deployment zone, you score one point.
At the beginning of the second turn, roll a d6 for each unit that is still in reserve. On a roll of 3+, that unit may deploy this turn (see deployment above.)