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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.
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:
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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.
This also means players roll for missions from the chart
found on page 16 of the Cities of Death book.
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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:
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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."
Remove these stratagems, as the missions all allow these The player with the most flags planted at the end of the
rules. game wins.
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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.
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.
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