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Cities of Death Games in Warhammer 40,000 5th Edition
http://www.dakkadakka.com/wiki/en/Cities_of_Death_Games_in_Warhammer_40,000_5th_Edition
Written by: biztheclown and yakface
Pictures by: Glaive Company CO and AgeOfEgos

I. Introduction 6.5th Edition Secure the


1.The ‘RAW’ Boxes Objective

II. Playing a Cityfight V. Design Notes


1.Choose Forces
2.Agree Mission Level and VI. Cities of Death FAQ
Place Terrain 1.STRATAGEMS (Pages 33-
3.Choose a Mission and 40)
Deployment style
4.Roll For Deployment
5.Choose and Declare
Stratagems
6.Deploy Forces
7.Let Battle Commence

III. Cities of Death Rule


Changes
1.Using City Ruins
i. Defining Terrain
ii. Vertical Movement
iii. Line of Sight
2.Occupying a City Ruin
3.Scoring Units
4.Dangerous City Ruins
5.Destroying City Ruins
6.Deployment Zones
7.Random Game Length
8.Mission Special Rules
9.Cityfighting Stratagems
i. Command Center
Stratagem
ii. Preliminary
Bombardment
Stratagem
iii. Combat Engineer
Stratagem
iv. Tanks Traps Stratagem
v. Deep Strike & Infiltrate
Stratagems
vi. Sewer Rats Stratagem

IV. 5th Edition Cities of Death


Mission Objectives
1.5th Edition Firesweep
2.5th Edition High Ground
3.5th Edition Domination
4.5th Edition Maximum Attrition
5.5th Edition Urban Assault

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I. Introduction 4. The Design Notes section has information on the
rules changes, and the thinking behind them.
5. The Cities of Death FAQ section is a completely
unofficial take on few commonly asked questions about
Cities of Death.

1. The 'RAW' Boxes


The main part of this article is written as a guide to give
you examples of how you can fully convert the Cities of
Death rules into 5th edition. However, ultimately these are
just 'house rules' that we have tried and thoroughly
suggest if you enjoy the changes made to the game via
the 5th edition rules. However, if you are playing a Cities
of Death game against someone you don't know (such as
Cities of Death is a great expansion for Warhammer a pick-up game) then unless your opponent feels the
40,000. It was released during the 4th edition of the game, same way you do about converting the rules, you're going
and as such, it contains several references to rules that to need to play the 'rules as written' (or 'RAW' for short).
don't seem quite right when compared to the current 5th Throughout this article you will find these little
edition rulebook. commentary boxes sprinkled about. Their purpose is to let
you know what the official 'RAW' version is following the
Games Workshop's policy on expansions (like Cities of Death rules as closely to the printed word as
Apocalypse or Cities of Death), is that they modify the possible and/or commentary of what the GW conversion
core rules of the game as laid out in the expansion article suggests in that situation. Please note that in many
rulebook. That means "officially" you are expected to play cases this means you will be essentially playing with older
Cities of Death games using the rules as written in the 4th edition style rules or dealing with situations where the
expansion even though in many cases changes or RAW in the Cities of Death book contain references to
improvements have been made to the core rules since the rules that simply no longer exist in 5th edition (such as
expansion was released (via the introduction of the 5th 'target priority'). Ultimately it is going to be up to you and
edition rules). your opponent to decide what kind of game you want to
play.
Games Workshop has published an article on their
website on converting the Cities of Death rules into 5th
edition. II. Playing a Cityfight
(http://www.gamesworkshop.com/gws/content/article.jsp?
community=&catId=cat210004&categoryId=600005&aId=
6900001&_requestid=661596)

Even so, there are many players out there who really like
to utilize the changes that were made to the game with 5th
edition and are interested in bringing all of those
changes into their Cities of Death games (even more than
GW's article suggests). Therefore, the purpose of this
article is two-fold:

• To point out the places in the Cities of Death


expansion where the rules contradict those found in the
5th edition core rulebook.
• To give you guidance on how to handle those
inconsistencies, both if you're interested in playing the
'Rules as Written' as found in the Cities of Death Note: This section effectively replaces page 3 and the
expansion, and also if you want to convert the Cities of chart on page 14 of the Cities of Death rulebook.
Death rules over to a full 5th edition style of game.

This article is divided into five main sections: 1. Choose Forces


Choose a 5th edition force as normal from your codex.
1. The Playing a Cityfight section replaces page 3 and Use standard armies, or allow the players to tailor their
the chart on page 14 of the Cities of Death rulebook, forces for the cityfighting setting. Scoring units will work
and gives you the steps to putting together a 5th edition like 5th edition, so don't skimp on the troops selections.
Cities of Death Game.
2. The Cities of Death Rule Changes section Scoring Units
revises or replaces some of the Cities of Death rules When playing by the RAW, the rules for scoring units are
and stratagems to work with 5th edition. found on page 46 of the Cities of Death rulebook and
3. The 5th Edition Cities of Death Mission Objectives replace the rules found in the 5th edition rulebook.
section defines the victory conditions of the new, 5th As such, RAW Cities of Death games can indeed have
edition Cities of Death missions. scoring units that are vehicles, monstrous creatures, etc.

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As suggested in the GW conversion article, this means using the mission rules exactly as presented on pages 42-
players should decide before the game which style of 44 of the Cities of Death book.
scoring unit they want to use.
Note that this means, very similar to 4th edition, whoever
2. Agree Mission Level and Place wins the roll for deployment will not necessarily be player
who takes the first turn in the game.
Terrain
Choose the mission level based on terrain available and 5. Choose and Declare Stratagems
army sizes. Decide what Cityfighting Stratagems to use and declare
them as stated on page 33 of the Cities of Death book.
Revise stratagems as listed below under Cities of Death
Alpha: Played on a 4'x4' table with 2-3 city ruins.
Rule Changes.
Players receive 1 cityfighting stratagem. Suitable for
games up to about 1250 points.
6. Deploy Forces
Gamma: Played on a 4'x4' table with 4-6 city ruins. Deploy according to pages 92-93 of the Warhammer 40K
Players receive 2 cityfighting stratagems. Suitable for rulebook, revised below under Cities of Death Rule
games from about 750-1500 points. Changes.
Omega: Played on a 6'x4' table with as many city ruins Then refer to the “Seize the Initiative!” rule as described
as possible. The more the better – as shown on p28 of on page 92 of the Warhammer 40,000 rulebook.
Cities of Death. Players receive 3 cityfighting
stratagems. Suitable for games 1500 points and up. Cities of Death Deployment
When playing a RAW Cities of Death game you will be
Players place the terrain as indicated on Cities of Death using the mission rules exactly as presented on pages 42-
page 15. 44 of the Cities of Death book.

That means you'll be deploying in a style very similar to


3. Choose a Mission and 4th edition where each player takes a turn placing a unit
until both players have finished deploying their entire
Deployment style armies and then players roll off to see who gets the choice
You can both agree with your opponent which mission to to go first or second.
play or roll D6 and consult the chart below:
7. Let Battle Commence
1 - 5th Edition Firesweep Begin with the first turn and fight amidst the ruins of the
2 - 5th Edition High Ground Cities of Death!
3 - 5th Edition Domination
4 - 5th Edition Maximum Attrition
5 - 5th Edition Urban Assault III. Cities of Death Rule Changes
6 - 5th Edition Secure the Objective

After selecting the mission, select Deployment style:

1-2 - Pitched Battle


3-4 - Spearhead
5-6 - Dawn of War

Cities of Death Missions


When playing by the RAW, use the Cities of Death
missions exactly as presented on pages 42-44 of the
Cities of Death book, including all of the rules found there
for deployment zones, etc.

This also means players roll for missions from the chart
found on page 16 of the Cities of Death book.

1. Using City Ruins


4. Roll for Deployment Ignore any rules on pages 8-13 of the Cities of Death
Roll off for first deployment as indicated on pages 92-93 of book that contradict the Warhammer 40,000 rulebook
the Warhammer 40K rulebook. rules, except where noted below.
Cities of Death Rolling for Deployment
When playing a RAW Cities of Death game you will be
i. Defining Terrain

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Note that Skimmers may now only "normally" end their
move over a ruin if they can physically be placed there. As such, even when playing a RAW Cities of Death game
you will have to follow the line of sight rules presented in
Defining Buildings and Ruins in Cities of Death the Warhammer 40,000 rulebook.
When playing a Cities of Death game by the RAW note
that intact buildings are impassable terrain (and therefore
cannot be entered) and that ruins without a base still 2. Occupying a City Ruin
count as having a 'footprint' on the ground floor as shown Ignore the rules for "Occupying a City Ruin" on page 42 of
on page 9 of the Cities of Death book. the Cities of Death book. Instead, a city ruin is considered
occupied if one ore more Scoring Units have at least one
Of course, players are also told to define their terrain model within the city ruin, and no enemy units can claim
before the game, so even in a 'RAW' game this gives likewise.
players a perfect opportunity to nominate enclosed
buildings they wish to use the rules for enclosed buildings Occupying a City Ruin
in the rulebook, for example. When playing a RAW Cities of Death game, follow the
rules for occupying a ruin as found on page 42 of the
Note that GW's conversion article does suggest that you Cities of Death book.
should use the 5th edition rules for enclosed buildings.
This means that, unlike in the Warhammer 40,000
rulebook, units have to have the majority of their models in
ii. Vertical Movement a ruin in order to occupy it.
The one exception to ignoring the Cities of Death Ruins
rules (as discussed in Using City Ruins), is that of vertical
movement. 3. Scoring Units
Ignore the section on “Scoring Units” presented on page
Because so much vertical movement is used in Cities of 42 of Cities of Death book (as well as the "CityFighting
Death games, ignore the vertical movement rules on page Victory Points Table" on page 46). Instead use the
83 of the Warhammer 40,000 rulebook and instead follow definition of Scoring Units contained on page 90 of the
those presented on page 10 of the Cities of Death book Warhammer 40,000 rulebook.
(which allows a model to move the same distance
vertically as well as moving that distance horizontally). Scoring Units in Cities of Death
When playing a RAW Cities of Death game, refer to page
Also, you may want to remove the limitation on "Beasts" 46 of the Cities of Death book for a list of what units are
from moving vertically into ruins (although it still feels right considered Scoring Units.
for Cavalry and Bikes to be penalized this way), otherwise
there are several units (such as Tyranid Hormagaunts) Note that in many cases, unlike in the Warhammer 40,000
that will have little use in your Cities of Death games. rulebook, units have to maintain certain criteria (such as
not losing more than 75% of their starting strength) in
Of course, if you like how difficult it is to reach models up order to remain "Scoring".
in tall ruins in 5th edition, then by all means follow the full
rules for vertical movement in the Warhammer 40,000 Also note that in GW's covnersion article they suggest that
rulebook! players decide ahead of time whether to use the scoring
rules as written in the Cities of Death expansion or those
Moving Vertically in Cities of Death from the 5th edition rulebook.
When playing a RAW Cities of Death game, models are
allowed to make their movement distance both vertically
and horizontally at the same time (so if a model rolls a '6' 4. Dangerous City Ruins
on their difficult terrain test, they are allowed to move both Vehicles roll an additional Dangerous Terrain dice when
6" vertically and 6" horizontally in the same turn). This passing through a Dangerous City Ruin as explained on
makes it much quicker easier for units in Cities of Death page 36 of the Cities of Death book. If either die is a '1',
games to move up and down ruins. then the vehicle is immobilized. If both dice are a '1', then
the vehicle suffers a "Destroyed - Wrecked" result with no
Note that Beasts, Cavalry, and Bikes are not able to move saves possible.
vertically into ruins as described on page 83 of the
Warhammer 40,000 rulebook. 5. Destroying City Ruins
Use the rules for "Destroying City Ruins" on page 37 of
iii. Line of Sight the Cities of Death book, with the following changes:
Ignore references to terrain category sizes and the
“determining line of sight” section on page 11 of the Cities 1. Ignore the reference to "Size 3" area terrain for the
of Death book and instead use both the "Line of sight" rubble left from a building being destroyed.
(LOS) and "Building & Ruins" rules found on pages 16 2. Instead, any model firing across or into that pile of
and 77-85 of the Warhammer 40,000 rulebook, rubble for the rest of the game counts its target as in
respectively. cover and any vehicle target as obscured.
3. Models inside that rubble can fire through up to 2" of
Cities of Death Line of Sight the terrain without it conferring cover to their target.
The Cities of Death book does not present full rules for
line of sight but instead refers back to the Warhammer Alternatively, for players who like the idea of a rubble
40,000 rulebook.

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cloud blocking line of sight completely, use the following Units may not be placed into Reserve unless they have a
changes instead: special rule that forces them to be placed into Reserve or
the player has selected the "Deep Strike" or "Sewer Rats"
1. This rubble area terrain blocks line of sight stratagems.
completely for the rest of the game, with the exception
that models within 2” of the edge of the dust cloud may The "Outflank" special rule can only be used in missions
see out and be seen normally. that allow Reserves to enter from a board edge (which is
2. Models within this rubble can see other models only found in some of the Cityfighting "Special" missions).
within the same rubble, but cannot see out unless they The "Dusk and Dawn" special rule is utilized in "Gamma"
are within 2” of the edge. and "Omega" level games as described on page 45 of the
Cities of Death book.
Destroying City Ruins
When playing a RAW Cities of Death game, ignore the
reference to "Size 3" area terrain on page 37 of the Cities 9. Cityfighting Stratagems
of Death Book. Which means a Destroyed City Ruin is All missions use cityfighting stratagems as presented on
simply a rubble pile that blocks line of sight exactly like pages 33-40 of the Cities of Death book. Revise the
any other rubble pile in the game. following stratagems:

Note that models in a ruin that are destroyed become


pinned (go to ground) whether or not they are normally i. Command Center Stratagem
immune to being pinned. Ignore reference to "Target Priority". Instead, the
command center may either grant "Counter-Attack" as
written, or allow one unit within 6” of the command center
6. Deployment Zones to split its shooting between two different enemy units.
Use the deployment rules on pages 93-93 of the Declare the target for each model in the unit before rolling
Warhammer 40,000 rulebook. any dice to hit. If the unit is able to assault in the
subsequent Assault phase, it may do so against either (or
Since many Cities of Death games are played on a square both) of the enemy units it fired at.
table, make sure to read the rules on page 88 of the
Warhammer 40,000 rulebook for instructions on how to Command Center Stratagem
define the "long" and "short" table edges. When playing a RAW Cities of Death game, a "Command
Center" may only grant the "Counter-Attack" ability as
Essentially, the player who picks his deployment zone written. The second option is no longer relevant (as is
nominates which edge is considered his "long" table edge suggested by GW's conversion article).
if it cannot be easily ascertained.

Cities of Death Deployment Zones ii. Preliminary Bombardment


When playing a RAW Cities of Death game use the
mission rules exactly as presented on pages 42-44 of the
Stratagem
Cities of Death book. Roll a D6 for each enemy unit (including embarked units)
and each section of razor wire, barricades, or tank traps
That means (for all the standard Cityfighting missions) on the tabletop. On a roll of 6 the unit or obstacle is hit.
players will always set-up in alternate table quarters.
A squad takes D6 wounds from the shelling. (Take
Armour Saves as Normal, units within city ruins may take
7. Random Game Length cover saves, and troops may go to ground) and must roll a
All missions last a random number of game turns, as Leadership test or be pinned in their first turn—see the
described on page 90 of the Warhammer 40,000 barrage section of the rules for details. Place a suitable
rulebook. piece of scenery under the squad if you have one
available. A vehicle hit by a preliminary bombardment
Cities of Death Game Length starts the game stunned (roll for each vehicle in a
By the RAW, Cities of Death games last six turns unless squadron independently, if half or more are hit, the whole
playing an "Omega" level mission, in which case follow squadron must remain stationary in their first turn).
the rules for random game length as found on page 45 of
the Cities of Death book. Units that start the game in reserve cannot be hit by a
preliminary bombardment. A section of razor wire, tank
traps, or barricades is automatically destroyed by being
8. Mission Special Rules hit, remove it from play. If a unit is struck whilst sheltering
Deep Strike, Scouts, Reserves, Infiltrate and Outflank in a city ruin, roll a D6. On a result of 4+ the ruin becomes
work normally as per the standard mission rules as found a dangerous city ruin.
on pages 94-95 of the Warhammer 40,000 rulebook.
Preliminary Bombardment Stratagem
Cities of Death Mission Special Rules As explained in GW's conversion article, the Preliminary
When playing a RAW Cities of Death game, players must Bombardment special rule can still be found in the 5th
select the "Deep Strike" or "Infiltrate" stratagems in order edition rulebook on page 258.
to utilize those special rules (unless their army contains a
unit whose special rules state that their ability is always
used regardless of the mission). iii. Combat Engineer Stratagem

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Replace the first bullet point with: "When assaulting
enemy defending a Fortified city ruin (see the V. 5th Edition Cities of Death Mission
Fortifications stratagem), models equipped with breaching
charges strike at their normal Initiative value. The Objectives
fortifications are then lost for the remainder of the game."

Combat Engineers Stratagem


There is no way to play the first bullet point of the
"Combat Engineers" completely RAW, but the closest
seems to be to allow Combat Engineers who assault a
unit defending a Fortification to strike at I10 for that round
of combat (meaning they'll almost certainly get to strike
first).

iv. Tanks Traps Stratagem


Tank Traps provide 4+ cover save instead of a 5+.

Tank Traps Stratagem 1. 5th Edition Firesweep


When playing a RAW Cities of Death game, tank traps Objective: Plant the Flag
provide a 5+ cover save, and only ever to non-vehicle Both forces are seeking to clear the enemy from this
models. sector. This is achieved through occupying city ruins.
When a city ruin is occupied, the unit doing so 'plants the
flag' in that city ruin, and may move off to do so in more
v. Deep Strike & Infiltrate city ruins. The 'flag' remains until an enemy Scoring Unit
occupies the ruin, at which point it plants its own 'flag'
Stratagems instead.

Remove these stratagems, as the missions all allow these The player with the most flags planted at the end of the
rules. game wins.

Deep Strike & Infiltrate Stratagem


When playing a RAW Cities of Death game, these 2. 5th Edition High Ground
stratagems must be selected in order for a player's units Objective: Capture Vital Building
to utilize these special rules (unless the unit always gets Both players are seeking to capture the strategically vital
to use their ability regardless of mission special rules. building. This is the first building placed during terrain set
up. The player with a unit occupying the building at the
end of the game is the winner. If neither side has units
vi. Sewer Rats Stratagem occupying the building at the end of the game, then the
When placing a unit in Reserve, the player must declare winner is the player who has earned the most Kill Points
whether it will use the Sewer Rats stratagem to arrive on per the "Annihilation" standard mission on page 90 of the
the table. Any units declared this way may not then Warhammer 40,000 rulebook.
choose to arrive via a table edge.
High Ground Mission
Sewer Rats Stratagem When playing a RAW Cities of Death game, use the
When playing a RAW Cities of Death game, units placed "Victory Points" rules as described on page 46 of the
into Reserves via the "Sewer Rat" stratagem will only be Cities of Death book instead of Kill Points.
able to arrive to the table via a sewer marker unless the
mission allows units to move on from a table edge (which
only some of the Cityfighting "Special" missions allow), in 3. 5th Edition Domination
which case the player may choose which when the unit Objective: Hold Out
arrives. Each side is attempting to clear the enemy out of nearby
buildings and to hold them against possible counter-
attack. The player occupying the most city ruins at the end
of the game is the winner.

4. 5th Edition Maximum Attrition


Objective: Annihilation
Both players are seeking to inflict maximum damage on
the enemy, while taking minimum damage to themselves.
The player who has earned the most Kill Points per the
"Annihilation" standard mission on page 90 of the
Warhammer 40,000 rulebook wins the game.

Maximum Attrition Mission


When playing a RAW Cities of Death game, use the
"Victory Points" rules as described on page 46 of the
Cities of Death book instead of Kill Points.

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If you find that Kill Points seem to be ruining your Units may not pick-up the objective marker belonging to
games, try any of these alternatives: their army. Units that Fall Back immediately drop the
objective. Place the marker touching any of the models in
1) Victory Points: Use Victory Points instead, as the unit before making its Fall Back move.
described on page 108 of the Warhammer 40,000
rulebook. At the end of the game, the side carrying the enemy
objective is the winner. If neither or both sides are carrying
2) Fixed Number of Kill Points: At the start of the the enemy objective then the game is a draw.
game, both armies get 6 Kill Points total, which must be
assigned one at a time by the player onto his Scoring Secure the Objective Mission
Troops units. If he doesn't have enough Scoring Troops When playing a RAW Cities of Death game and a '6' is
units to assign all the Kill Points, the player may then rolled for Mission selection, roll again or both players can
assign them to other units in his army as he sees fit agree to play a "Special" Mission as described on page 16
(including onto transport vehicles), so long as no unit of the Cities of Death book.
has more than one Kill Point assigned to it. If this still
isn't enough to assign all the Kill Points, the player is
then allowed to assign his Scoring Troops units a V. Design Notes
second Kill Point.

3) Kill Point Ratio: At the end of the game, each player


calculates the total number of Kill Points they
surrendered, and then divides that number by the total
number of Kill Points that he would have surrendered
had his entire army actually been wiped out. The result It isn't necessary to read this section in order to utilize and
is his "Kill Point Ratio". Both players then compare their enjoy the rest of the article. Instead it is here to illuminate
Kill Point ratio and whichever player has the lower ratio the thinking behind the various rule changes in this article.
wins the game. I played a lot of Cities of Death games in 4th Edition 40K,
For example, an Ork player gave up 4 Kill Points out of and it was always one of my favorite ways to play. The
a maximum 8 total (4/8=.50 Kill Point Ratio), while his main things Cities of Death adds to a normal game of 40k
Imperial Guard opponent gave up 6 Kill Points out of a are: rules for setting up terrain, new missions, and of
maximum 14 total (6/15=.40 Kill Point Ratio). Therefore course, the stratagems.
the Imperial Guard player wins as his Kill Point Ratio is
lower. The terrain set up rules in the Cities of Death book allow
for a bit of tactics before the game starts. They're really
great as-is for use in 5th edition 40K, so they haven't been
5. 5th Edition Urban Assault altered at all.

Objective: Enemy Positions I did make some pretty serious changes to the missions.
After rolling for deployment, the player who will deploy first First was to adopt the “roll for deployment style” 5th
chooses a single city ruin to defend, anywhere outside the edition rule, which means no matter which mission you're
enemy deployment zone. Their opponent then chooses a playing there are three different ways to deploy. This
city ruin to defend, anywhere outside the enemy creates and incredible diversity of Cities of Death
deployment zone. Both players must attempt to get units missions.
into the enemy's defended building. At the end of the
game, the player occupying the building the enemy chose Next, I made some changes to the mission objectives,
to defend is the winner. If neither or both sides can occupy replacing Victory Points with Kill Points and even added a
the enemy defended building then the game is a draw. entirely new mission: "Secure the Objective". The overall
thought was to keep roughly the same ratio of two
6. 5th Edition Secure the Objective objective missions versus multiple objective missions
versus kill point missions that are found in the standard
Objective: Capture the Loot missions in the 40K rulebook. I felt it was important to go
After rolling for deployment, the player who will deploy first with 5th edition's notion of what counts as a scoring unit
chooses a single city ruin to defend, anywhere outside the and what can stop a unit from scoring.
enemy deployment zone and places their loot counter
there. Their opponent then does the same. I know Kill Points are unpopular with many players, but by
incorporating them, those players who have built their
Both players must attempt to secure an objective being armies with 5th edition in mind can continue to use their
guarded in the enemy defended building. If at any point a existing army builds without feeling the need to maximize
Scoring Unit occupies the enemy defended building, they their units to take advantage of the Victory Point rules.
secure the objective and are now the objective carrying
unit. An objective carrying unit that is not locked in combat “Secure the Objective” is a slightly more dynamic version
can pass the objective to a friendly Scoring unit that is of the 2 objective game, in that scoring units are allowed
also not locked in combat by ending their movement to pick-up and take the objective (and even pass it to
phase within 2” of each other. If the objective carrying unit other scoring units). This tends to create less draws than
is destroyed, place the counter in place of one of the the standard rulebook "Capture and Control" Mission. I
casualties of the unit. Unattended counters may be picked also added Kill Points as a tiebreaker to “High Ground” as
up by any Scoring unit moving into contact with the it frequently turned out to be a draw when I played it in 4th
objective while not locked in combat.

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edition. Adding them as a tiebreaker also keeps Kill Points
relevant in one third of the missions, this again matches
the mission ratio in the 40K rulebook.

The biggest change to the stratagems was removing


Deep Strike and Infiltrate and allowing them in all Cities of
Death Games. Both of these abilities (along with Reserves
and Outflanking) are present in every game of 5th edition
40K and therefore it feels wrong to force players to waste
their stratagems on them.

The other stratagem changes were much smaller.


Command Center was changed to give it a ranged ability
similar to the one it lost when Target Priority was removed
from the game. Tank Traps were changed because 4+
cover saves are nearly standard in 5th edition and
remembering that they are a 5+ save would be more
trouble than they're worth. Preliminary Bombardment is no
longer in the main rulebook, and so has been re-printed
here. Sewer Rats has a clarification added to deal with the
fact that Reserves are now a normal part of every mission.
The last change has to do with Destroyed City Ruins and
line of sight. In 4th edition the smoke from the Destroyed
Ruin was said to block line of sight completely. I've opted
for a couple of different solutions to taste your needs. One
version pretty much blocks line of sight completely for the
rest of the game (like it did in 4th edition), while the other
version plays more 5th edition in that you can shoot
through the smoke but doing so provides the target with a
cover save.

I hope this article is helpful to those who want to bring


Cities of Death out of the shadows of 4th edition and into
their 5th edition games. Thanks for reading and have fun!

VI. Cities of Death FAQ


This list of frequently asked quesitons is completely and
100% unofficial and essentially represents the "house
rules" of the authors of this article. Obviously if you feel
differently about an answer, play it that way!

1. STRATAGEMS (Pages 33-40)


Q: Are Stratagems that are placed on a City Ruin lost
if it is subsequently reduced to Rubble?
A: Yes [clarification].

Q: Do Stratagems that have rules for “Infantry” also


apply to "Jump Infantry", or any other unit type since
they all supposedly use the rules for infantry except
where noted differently?
A: Only models classified as “Infantry” may benefit from
these Strategems [clarification].

Q: What models may benefit from the “Plunging Fire”


Stratagem?
A: Any non-vehicle model in the army [clarification].

8
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