Mission: Divide & Conquer v1.1.0

Mission: Divide & ConquerUpdated for 6th edition. You can get a print friendly version here.

Divide & Conquer v1.1.0

Missions
Primary (15pts) – Divide & Conquer (see below)

Secondary (10pts) – Kill Points (see below)

Tertiary (5pts) – Hold more objectives using the standard objective rules (pg. 123). Objective placement is noted below in Divide & Conquer.

Quaternary (+1pt) – For each of your elite, fast attack or heavy support units that are in a zone that you’ve claimed.

Divide & Conquer
The table will be divided into 5 zones by placing objectives. From the center of the table measure 18″ to the east and west (towards the short edges), and place objectives there. From the center of the table measure 18″ north and south (towards the long edges), and place objectives there. This will create a diamond-like shape.

You are trying to capture the zones. Each table quarter, minus the center area created by the objectives, is a zone. The center area, as defined by the inside area of the objectives, is the fifth zone. To claim a zone you must have more victory points (see below), within a given zone than the enemy. Units in more than one zone will contribute towards the zone the majority of the unit is in. If the unit is evenly split between two zones then you must declare which zone they are contributing towards as they can’t claim more than one zone.

Kill Points
For each enemy unit destroyed you get 1 KP (kill point). ICs and dedicated transports are also worth a KP. Units that have fled off the board, or are fleeing at the end of the game, are worth KP. Also any units in ongoing reserves at the end of the game are also worth KP.

Victory Points
Any unit destroyed is worth as many victory points (VPs), as it cost. Any unit falling back, or has fallen back off the table, at the end of the game counts as destroyed and is worth full VPs. Any units at or below half strength are worth half their cost in VPs (round all fractions up). Any units that are single models (IE: independent characters, monstrous creatures, etc), are worth half their value if they have lost half or more of their wounds. Vehicles are worth half value if they have suffered a weapon destroyed or immobilized result.

* All objectives are completely impassable. They cannot be moved upon by anything whatsoever, no exceptions.

** If a mission is tied or neither player achieve it, with the exception of the quaternary, then both players split the points for that mission rounding up. Also, If you table your opponent (destroy his/her entire army), then you may use the remaining turns, if there are any left, to achieve the missions. Tabling your opponent is not an automatic win, you still need to accomplish the missions.

Deployment
Spearhead – The player who chooses deployment zones selects a table quarter and the other player deploys in the one diagonal from that. You deploy in your table quarter respecting the center zone which you cannot deploy in.

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Game Length
Standard game length (pg. 122), or time, whichever comes first.

Special Rules
Night Fighting (pg. 124), Reserves (pg. 124)

 

  • JustHippie

    Pre measuring makes this type mission much better in 6th. I always hated guessing if my guys were in the zone I wanted them in or not.

  • bkbutlerme

    Deployment: For each of your units at or above 50% starting strength, ICs and single model units (IE: Carnifex), with half or more of their wounds left and your vehicles that are mobile in your deployment zone. Since this is a non-standard deployment map, for purposes of deployment of fortifications, your table half is defined in the same manner as the Vanguard Strike deployment (diagonal).

    • TheRhino

      Says who?

  • JustHippie

    I guess you need to clarify table half and table edge for folks that didn’t play 5th edition and don’t know how Spearhead worked.

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