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Defender mag assets uit de volgende categorien: Universal ( Hammerblow, Replacements, Trophykill), front line (Disrupter beacon, Null

zone generator, Supreme Headquarters, Shield generator), battlefield (Bunkers, Minefields, Obstacles, Tunnels) and army specific Attacker mag assets uit de volgende categorien: Universal ( Hammerblow, Replacements, Trophykill), support (Antiplant Barrage, Blind Barage, Jammers, Long Range ack-ack, Orbital bombardment, precision strike, scheduled bombardment Surgcal Raids) and army specific Defender mag tot 50% van zijn units deployen de rest komt uit reserve: of deepstrike of komt binnen de muren van het fort uit reserve, alles wat niet geplaatst kan worden is destroyed. Time: 15 minutes and first turn Attacker deployed ook 50% de units deployen de rest komt via deepstrike of van een van de deployment table edges. Bij deployment moeten ze minstens 18van de muren deployen (hier moeten we dus nog even naar kijken). Time: 15 minutes 4 wall sections 300 points 1 gates 300 2 towers 150 2 x minefield asset 500 punten. 1 x orbital bombardment 250 Equals 25% of the total points in defences Attacker deploys within the walls of the fortress

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Walls: have av14 and 2 structure points Gate: have av14 and 2 structure points Towers: have av14 and 3 structure points Flying assault: any unit which has either jetbike or jumppack movement can always fight with the occupants of the wall. They do however fly into a hail of defensive fire so count as if fighting in area terrain (dangerous terrain test, initiative 1 without grenades). Crumbling walls: Whenever a wall section is destroyed follow these steps: 1. Roll a dice for every model on the terrain or touching it with its base. On a 4+ they take a wound, armour saves are taken as normal. 2. Remove the terrain piece it is now and area of difficult terrain. Place the models at the same location they had up on the wall. When models would end up on top of each other move them the minimum distance require to prevent this, while keeping unit coherency. 3. All unit that where in or on the terrain piece take a pinning test. Defensive walls: these walls are designed to keep the enemy out. To scale these walls you will need a 6 on your (run)move roll, starting in base to base with the wall before your move. However while the defenders are on the wall this is still an impossible task. While there is a an defending model within 1" of the wall edge it cannot be taken. They would give no quarter The defenders would rain down lethal barrages of shots and blows on the defenceless attackers. Monstrous creatures are too big to pull themselves up the wall and will need to resort to other means of entry. Combat: While within combat with the attackers on the wall, defenders will never have to consolidate off the wall. The same counts for the attackers. They are still subject to the 1 rule so no consolidating up the wall. They are holding their ground! As seen in the diagram below the green sections would be an scalable area since no models are within 1 of the edge of the wall edge.

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