Border Patrol,

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Che Webster takes us through the
W arhammer equivalent of 40k in
40 minutes – W arhammer Border
Patrol. This shorter game is
perfect for a lunch time, or when
you don't have space to set up a
full battle…
BORDER PATROL
W arhammer games in under an hour…
Che:
Having played Warhammer for
many years, one of the most frequent
challenges has always been finding
enough time in which to play a good
game regularly. With the burdens of work,
home life, family commitments and the
like it can be tricky to get the three or
more hours needed to play a leisurely
2,000 points game.
Inspired by Tim Eagling’s work for the
Warhammer 40,000 game (40K in 40
Minutes), we set out to come up with a
solution to playing a good game of
Warhammer in under an hour.
WHERE TO START?
The first thing in getting a faster game
is to play a smaller scenario and focus
on making the experience exciting and
challenging into the bargain.
Warhammer Border Patrol is built around
the idea of meeting engagements between
two expeditionary forces. The really clever
bit is in the scenarios which feature
seeking to capture a key position, item
or building rather than simply bashing the
opponent.
All the time it is vital to remember the spirit
of the game and try to resist the urge to do
extreme things to your army – this is all
about patrol type forces not the awe-
inspiring massed horde with the big
beasties and gribblies.
RULES OF ENGAGEMENT
Each player will need a Warhammer army
that conforms to the special limitations
below:
• You must choose an army of not more
than 500 points.
• You must have a
single
Hero to lead
the force, but the Hero may not be an
Army Battle Standard Bearer.
• The army must consist of at least
two
units and no more than
four
units
(excluding the Hero).
• You must have at least
one
Core choice.
44 WARHAMMER BORDER PATROL
WARHAMMER
• You may take
one
choice of either
Special or Rare Units, but not both.
• You must include at least
one
infantry
unit of 10+ models.
• No unit may be larger than 25 models.
• No unit may carry a magical standard.
• No single model may cost more than
125 points.
• An army may have no more than
one
chariot or war machine. This also
applies to choices that allow more than
one item per pick, like Goblin Wolf
Chariots. You may only buy
one
per choice.
Here are a couple of army specific notes:
• Bretonnians do not have their Army
Battle Standard Bearer.
• Tomb Kings must have a Liche Priest as
the Hero. He will also act as the General.
However, the Liche Priest is allowed to
be purchased with up to 165 points.
• Tomb Kings may have more than one
Chariot.
• A Vampire Thrall may lead a Vampire
Counts army.
on the next page. However, here are the
broad guidelines on how to get the most from
a scenario so you can design your own:
• Use a gaming space of around 3' by 4',
using the short edges to deploy along.
This gives you a nice depth but limits the
flank manoeuvring for such small armies.
• Have a definite purpose to the scenario,
preferably a ‘sudden death’ type ending.
This will keep the game brief and focused
instead of devolving into a shooting contest.
• Try to theme the scenario to the armies
you use if you can. Keep the scenery
sparse but use two or three nice features
on the battlefield.
SCENARIOS
The key to the quality of these games is in the
scenario. We have come up with several that
work and have included a couple of examples
TYPE
No. M WS BS
S
T
W
I
A
Ld Save
Notes
Pts each Pts total
HERO
Lucius Gore
L2 Wizard, Necromancy
CORE
Skeleton Warriors
Gore’s Spears
Zombies
Gore’s Servants
Musician
Ghouls
Gore’s Claws
Fell Bats
Gore’s Wings
1
4
3
3
3
3
2
3
1
7
0
2nd Level Mage, Fear
100
100
12
4
2
2
3
3
1
2
1
3
6+
Spears/Shields, Fear
9
108
17
4
2
0
3
3
1
0
1
2
0
Spears/Shields, Fear
6
102
14 2
0
3
3
1
0
1
2
0
Braindead, Fear
10
10
15
4
3
0
3
4
1
3
2
6
0
Poison Attacks, Skirmishers, Fear
8
120
3
1
3
0
3
3
2
3
2
6
0
Flying unit, Fear
20
60
Mark Chambers
VAMPIRE COUNTS
Mark:
Undead are a
terrible foe to fight at 500
points as the whole army
causes
fear
and has the
potential to raise more
models during the battle.
I chose a Necromancer
Champion to make this a
real possibility, a unit of
Ghouls, a unit of cheap
Zombies and a unit of
Skeleton Warriors with
spears, and three Fell Bats
to fly over my opponent
and slow them down.
TYPE
No. M WS BS
S
T
W
I
A
Ld Save
Notes
Pts each Pts total
HERO
Runesmith
Norgrim, Nognoggin
1
3
5
4
4
4
2
2
2
9
5+
Hand Weapon, Gromril Arm
78
78
CORE
Warriors
Standard Bearer
Warriors
Veteran
Standard
Crossbowmen
11
3
4
3
3
4
1
4
1
9
4+
Hand Weapon, H Armour, Shield
9
99
1
3
4
3
3
4
1
4
1
9
4+
19
19
10
3
4
3
3
4
1
1
1
9
5+
Double-handed W'pon, H Armour
10
100
1
3
4
3
3
4
1
1
1
9
5+
Double-handed W'pon, H Armour
20
20
1
4
3
0
4
4
1
1
3
8
5+
Double-handed W'pon, H Armour
20
20
10
4
3
0
4
4
1
1
3
8
6+
Hand Weapon, C Bow, L Armour
12
120
Ben Ward
SPECIAL
Bolt Thrower
DWARFS
Ben:
I used Dwarfs in this
campaign as I was interested
to see how they would
perform in the small but fast
and brutal 500 points arena.
As an average Dwarf Warrior
is only 7 points even if you
tool them up, they are still
relatively cheap and allow
quite a bit of flexibility.
Unfortunately they are about
as fast as a sedated snail so I
have taken a bit of firepower
to try and stop any would-be
sneaky flanking manoeuvres.
3 Crew, Hand Weapon, L Armour
45
45
w w w.games -workshop.com/clubs 45
SCENARIO 1: CAPTURE
This scenario is adapted from the rulebook
(pages 207-208) and is ideal for Border Patrol
games. The two expeditions meet to capture a
single objective and deny ground to the
enemy. In our games we have used temples,
shrines, supply buildings, tunnel entrances
and important hills as examples of good
objectives. The key is to make a piece of
scenery the clear target and then play the
scenario as written with the following change:
• Use no more than 4' by 3' of battle table.
Deploy along the thin edges, giving a deep
narrow battlefield.
BATTLEFIELD
The objective is placed in the middle of the
battlefield. This could be a treasure-filled
tomb, a keep, village, hill, or anything else
you think appropriate to fight over.
DEPLOYMENT
• Both players roll a dice, the player who
scores highest may choose which side of
the table to deploy on.
• The players roll a dice, the highest scorer
may choose whether to start deploying first
or second.
• Taking it in turns, each player deploys one
unit at a time, at least 18" from the
opposing deployment zone.
• All war machines in a player’s army are
deployed at the same time, though they can
be deployed in different parts of the
battlefield.
• Champions are deployed with their unit, all
other characters in the army are deployed
after all other units, all at the same time.
Characters may start the battle with units if
you wish.
• Scouting units are not deployed with the
rest of the units. Instead they are placed on
the table after all units in both armies have
been deployed, as described in the rules for
Scouts.
SPECIAL RULES
There are no additional special rules.
VICTORY CONDITIONS
The army with the unit closest to the objective
at the end of the battle wins. Fleeing units,
monsters and characters can’t capture the
objective. If both players have a unit
equidistant from the objective, one player
wins if their unit is worth more than double
the points value of the closest enemy unit to
the objective. Otherwise it
is a draw.
WHO GOES FIRST?
Both players roll a dice, the player who finished
their deployment first may add +1 to their dice
roll. The player who scores highest may choose
whether to go first or second (re-roll ties).
LENGTH OF GAME
The game lasts for a random length. At the end
of the fourth turn roll a dice. On a 2 or more,
play a fifth turn. At the end of the fifth turn roll a
dice again, on a 3 or more play a sixth turn, etc.
SCENARIO 2: FLANKING MANOEUVRES
In this scenario, a special adaptation for
Border Patrol, two forces are split in an
attempt each to outflank the other. The
generals must coordinate their split
patrolling forces and lay claim to the
battlefield.
• All war machines in a player’s army are
deployed at the same time, though they
may be deployed in different parts of the
battlefield.
• Champions are deployed with their unit.
All other characters are deployed after all
other units in a player’s army, all at the
same time.
• Scouting units are not deployed with the
rest of the units. Instead they are placed on
the table after all units in both armies have
been deployed, as described in the rules
for Scouts.
WHO GOES FIRST?
Both players roll a dice, the player who
finished their deployment first may add
+1 to their dice roll. The player who scores
highest may choose whether to go first or
second (re-roll ties).
LENGTH OF GAME
The game lasts six turns.
SPECIAL RULES
At the start of each player’s third turn, they
start to roll to see if the their flanking force
has arrived. Roll a dice. On a roll of 4+ the
flanking force turns up. If it does not turn
up, roll again at the start of subsequent
turns, adding +1 to the dice roll after the
first. Thus, they will turn up on a 3+ on the
fourth turn, 2+ on the fifth turn, and so on).
The units in the flanking force move on from
the table edge nominated before the battle, in
the opponent’s half of the table. Units may not
charge on the same turn that they move onto
the table, but do not count as starting their
move within 8'' of the enemy and so may
march. You do not have to move all units on at
the same time; units that are left off the table
can move on in subsequent Movement phases.
BATTLEFIELD
Use no more than 4' by 3' of battle table. Use
the long edges for deployment giving a wide,
shallow battlefield. The deployment areas
should be 18'' apart, and allow for 12'' to each
flank.
VICTORY CONDITIONS
The standard Victory Points are used to
determine the winner.
DEPLOYMENT
• Before any deployment, each player
assigns up to one third of their army (in
points) to be a flanking force. Each player
must put at least 50 points into the flanking
force. Units cannot be split between the
two forces. The player must also write
down whether these are flanking to the left
or the right.
• The players roll a dice each, the highest
scorer is allowed to choose a table edge.
• Each player rolls a dice and the highest
scorer may decide whether to begin
deploying first or second.
• Taking it in turns, each player deploys one
unit at a time, no closer than 18'' to the
enemy deployment zone. Units can be no
closer than 12'' to the neutral table edges.
46 WARHAMMER BORDER PATROL
TEAM PLA Y SPECIAL RULES
Border Patrol games last from 30-45
minutes on average, depending on the
scenario you play. In addition, we have
come up with some rather neat Team Play
rules to allow pairs of players to pull
together a 1,000 points force and play a
battle in around an hour. These rules are
the basis of the Warhammer Doubles
Tournament and allow for some pretty
whacky alliances.
• The highest rolling player will lead the
army in this battle. Their Hero acts as
the General.
• Both forces will react to the General as
per the Warhammer rules.
SCENARIOS
Each game will use one of the following
Scenarios. These can be played on a
standard table of any reasonable size.
To determine the Scenario played, roll a
dice and consult the following table:
ARMIES
Players will fight with two armies allied
together for the battle. Each army may ally
with only the armies shown on the following
Alliances chart:
Simply cross-reference the races you wish
to ally. The following notations represent:
B
= Battle Brothers – same race, so no
problems.
X
= Disallowed – cannot ally under any
circumstance.
T
= Trusted allies – no special rules,
alliance is permitted.
D
= Distrustful allies – permitted, but allied
units and characters within 6'' of each
other suffer a –1 Leadership penalty
(after other modifiers).
You may only select to play with a team-
mate who has an army you are permitted
to ally with.
Each player is paired with their team-mate,
and each will bring an army that conforms
to the Border Patrol rules.
Taken together, the players armies should
total no more than 1,000 points, including
two Heroes capable of acting as Generals.
Before each battle the General must be
decided using the following rule:
• Each player on the team rolls a dice,
with the opponents witnessing the roll –
re-roll any ties.
Che’s 500 point Lizardmen army begins to
take shape.
D6 Roll
Result
1-2
Capture
3-4
Meeting Engagement
5-6
Flank Attack
SCENARIO 1: CAPTURE
• Use the scenario from the Warhammer
rulebook, pages 207-208.
SCENARIO 1: MEETING ENGAGEMENT
• Use the scenario from the Warhammer
rulebook, pages 203-204.
Once they’re all stuck together, Che begins
painting. A red undercoat is applied first.
SCENARIO 3: FLANK ATTACK
• Use the scenario from the Warhammer
rulebook, pages 205-206.
PARTING WORDS…
After a few months of playing with these
rules I have finally got a regular game in a
reasonable time. In addition I have retired
my Dwarf army and started to build a new
Lizardmen army. In short, painting 500
points of models is an easier proposition
and you can get some good games in
every week. For me it’s a lunchtime thing
which keeps me playing more
Warhammer than I have previously
imagined possible. Oh, and the games
are a whole new challenge. Don’t believe
us? Try it for yourself!
A brown wash is then applied, followed by
some red drybrushing on the scales.
Finally, Che bases the models and has the
beginnings of his 500 points army.
Empire
Orcs &
Goblins
Lizardmen Skaven Chaos Tomb
Kings
Vampire
Counts
Dark
Elves
High
Elves
W ood
Elves
Chaos
Dwarfs
Bretonnians Dwarfs Dogs of War
Empire
BX
T
X
X
D X
X
T
DX
T
T
T
Orcs &
Goblins
X
B
X
T
T
X
D
D
X
X
D
X
X
T
Lizardmen
Skaven
Chaos
Tomb Kings
T
X
B
X
X
D
X
X
T
T
X
T
T
T
X
T
X
B
TD X D X X D X X T
X
T
X
T
BD D D X X T X X T
DX
D DD
B
X
D
D
D
D
X
D
T
Vampire
Counts
X
D X
X
DX
B
DXX D X X T
Dark Elves
High Elves
Wood Elves
Chaos Dwarfs
Bretonnians
Dwarfs
Dogs of War
X
D X
DDD D BXX D X X T
T
X
T
X
X
D
X
X
BT
X T
D T
DX
T
X
X
D X
X
T
BX
T
D T
X
D X
DT
D D DX
X
B
X
X
T
T
X
T
X
X
X
X
X
T
T
X
B
T
T
T
X
T
X
X
D
X
X
D
D
X
T
B
T
T
T
T
T
T
T
T
T
T
T
T
T
T
B
47
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