Clash of Titans

OVERVIEW

Two mighty armies clash across a huge battle front. This scenario is for multiple players, multiple detachments, and a 4x16 table.

SCENARIO SPECIAL RULES

This scenario uses Deep Strike, Infiltrators, Reserves, and Random Game Length (see below).

SET-UP

Special Rules
1 Each player (six in this case) must design a force using a separate force organization chart. (For smaller games it is recommended that one force organization chart be used.)

2 Deep Strike is allowed anywhere on the table, including the flank zones, using the normal rules.

3 Infiltration is allowed anywhere on the table, including in the flank zones, using the normal rules.

4 Limited Communications: At the start of each sides movement phase an egg timer should be set for 2 minutes. During this time is the only time that players on a side can communicate and strategize with each other. The intent is to make a large game go more smoothly by eliminating micro-management and kibitzing.

Setup
1 Place an objective marker between each of the 4’ deployment zones.

2 One player on each side should be nominated as the Supreme Commander.

3 Each Supreme commander rolls a die. The commander that rolls the highest picks a table edge for his team to deploy (zones A or B).

4 Each Supreme Commander then takes a sheet of paper and secretly designates which zone each detachment of his force will deploy in. Each player's detachment may only set up his troops in his 4’ zone. The players should realize that the only troops initially allowed in the 2' flank zones are the Infiltrators of the detachment that borders on that flank zone. After both Commanders have selected the deployment zones, they should reveal their choices to the opponent.

5 Each Supreme Commander now rolls a die. The side the rolled lower must deploy one Heavy Support choice from each detachment, then the opposing player deploys a Heavy Support choice from each of their detachments. This alternates until all Heavy Support are placed. Continue with Troops, then Elites, HQ, and finally Fast Attack.

If you are using Titans or other War Machines, they must be placed FIRST, before any other Heavy Support. These vehicles are so big the enemy tends to see them coming first!

Units may be held in Reserve. Any player may choose to hold his units in Reserve and they will enter play on subsequent turns using the normal Reserve rules. Note that holding a unit in Reserve does NOT count as placement of a unit during deployment.

6 After all units have been placed, players may then place Infiltrators as per the main rules. Infiltrators may be placed in the Flank Zones by the players that border those zones.

7 Both Commanders roll a die. The player that rolls highest may choose to go first or last.

MISSION OBJECTIVE

There are SEVEN objectives on the table.

Each of the deployment zones has an objective marker. This functions as a take and hold objective. The side with a controlling unit or vehicle closest to the objective will score 1 VP. The controlling unit must be within 6" of the objective.

The remainder of the 16 foot table is divided into 4 equal zones (see the dividing lines in the map above). Each of these zones is worth 1 VP to the side that DECISIVELY controls it. In order to decisively control a zone, you must have twice as many controlling units or vehicles as your opponent, otherwise the zone is a draw.

Immobilized vehicles and units under 50% can not control an objective or zone.

RESERVES

Units arriving from Reserve may enter the table from any point on their own table edge. Units entering using the Deep Strike rules may enter anywhere on the table using the normal Deep Strike rules.

GAME LENGTH

The game lasts for a random number of turns, but a minimum of 6 turns. Begin rolling for additional turns at the end of the 6th turn, starting with a 2+.

LINE OF RETREAT

Units which are forced to fall back will do so towards their own table edge using the shortest possible route. The rules for falling back are on pages 71-72 of the Warhammer 40,000 rulebook.

Copyright © 2000 by Benjamin R. Durbin
All rights reserved