Mission: Attack and Defend v3.0.1

Attack and DefendAnother mission that needs some tweaks based on the tournament on Saturday.

Attack and Defend v3.0.1

Primary (15pts) – Attack and Defend (see below)

Secondary (10pts) – Modified kill points (see below)

Tertiary (5pts) – One objective is placed in the center of the table and can only be captured by units taken from elite, fast attack and heavy support using normal objective rules otherwise. This includes vehicles from those slots except for dedicated transports.

Quaternary (+1pt) – For each of your units in your deployment zone.

Attack and Defend
You are trying to get more scoring units into the enemy’s deployment zone while preventing them from doing the same. At the end of the game you get points based on the conditions below. The player with the most points wins this mission.

2pts – If you have more scoring units in the enemy’s deployment zone than the enemy has in their own deployment zone.
2pts – If you have more scoring units in your deployment zone than the enemy has in your deployment zone.

1pt – If you have an equal amount of scoring units in the enemy’s deployment zone as the enemy has in their own deployment zone.
1pt – If you have an equal amount of scoring units in your deployment zone as they enemy has in your deployment zone.

The 1pt conditions require that there is a scoring unit, IE: if neither of you having a scoring unit in your own deployment zone then you do not get the 1pt.

Modified Kill Points
Score more kill points with your troop units. Kill points from other units do not count towards this, only those scored by troop units. Dedicated transports scoring kills does not count towards this. If you force a unit to flee off the board then it counts so long as it was a troop unit that caused the last morale check before the unit left the board. If you have an IC attached to a troop unit and the IC destroys a unit in close combat then it does not count, however shots from the IC in shooting do count while attached to a troop unit

* 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.

Pitched Battle

Game Length
Standard game length or time, whichever comes first.

Special Rules
Infiltrate, scout, deep strike, reserves, outflank, seize the initiative

* NOTE: If you table your opponent then you may use the remaining turns, if there are any left, to achieve the missions.

  • Anonymous

    Are the modified KPs done at Initiative level in melee or something? If my IC kills 4 of 5 enemy models at I5, and the attached Troops kill the remaining lone enemy model at I4, do I get the KP?

  • hippie

    I heard some complaints about fleeing off the board units not counting as a KP for troops Saturday.  I personally had a 30 man Boy squad reduced to 3 fleeing and my Opponents didn’t get the KP.  Maybe if the troop unit makes them flee and runs them off the board they get it?

    • I bet I know two people who had a complaint with that :)

      I did just change it but there’s some subtleties with it. I didn’t explain the subtleties because it would become long and probably cause more questions.

      So, if a unit leaves the table it counts if a troop caused them to fall off the table. It’s a double edged sword. My Marines force some Boyz to fall back but then I shoot them with a Vindicator. The Vindi causes a morale check for casualties and the Boyz automatically fail because units falling back auto-fail any morale checks. If those Boyz now leave the table it’s because of the Vindi, it forced the last morale check, and so it would not count.

      On the other hand, reverse it. The Vindi causes the Boyz to fall back and then my Marines force another morale test, which they fail and so now the Marines get the point if they leave the board.

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