Warhammer Patrol Missions


I designed these missions to run under 7th Edition. I am unsure if they will work as well under 8th. These were pretty much the only type of Warhammer me and my gaming buddies at Orctown played for 4 months. 
Only a single mission has been omitted. Rape and Pillage was waaay too hard to get the balance right in it. The other five work really well.
The X/60 Victory Point system caused some complaints to begin with. People had to deal with the fact that they couldn't replicate small units to complete objectives and the fact that they were limited in the construction of their armies due to only being allowed to have 4 units. 


Army Selection and Restrictions



  • Maximum of 500pts. No more.
1 Hero Choice-

  • Up to one magic item (not a banner) up to 25pts.
  • If the Hero is a magic user it can only be a lvl2 wizard/ mage/ sorcerer/ shaman or be a lvl1 and have a single bound spell item. i.e. only being able to cast 2 spells a turn.
  • Vampiric Powers/ Ogre Big Names/ Bretonnian Virtues/Wood Elf Sprites/ non-Magic items don’t count as Magic Items.
  • Cannot be a BSB.
  • Has a points total of 150pts or less.



1+ Core choices-

  • if there are restrictions about having one unit before another is purchased then these restrictions must be followed.
  • If a unit has the option of taking a magical banner, ignore this. The only model that is allowed a magical item is the Hero leading the force.

0-1 Special OR Rare choice-

  • If there is a choice to pick more than one War Machine, Chariot or similar then you may only have one of them.

Overall Army Guidelines.
  • Maximum of 4 units
  • One unit must have at least 10 wounds in it and the units can have up to a maximum of 30 wounds. i.e. 30 Skaven Clanrats or 10 Ogre Bulls.
  • No single model in these units are allowed to cost more than 75pts each.
  • A unit must have a defined leader. This doesn't need to be a Champion, but they act in the unit as one. They can't give or accept challenges though and are removed if the front rank is killed.



Exceptions


Bretonnia- 

  • No BSB Paladin is needed to have a legal army. A Damsel or a Paladin leads the force.
Chaos Daemons-

  • May only have 2 spells in the ENTIRE force.

Ogres-

  • Butchers or Hunters may lead the force. 
  • The Hunter only gives his Ld to Trappers if he is within 12”
Skaven-

  • The force can only have a single weapon team. The selection of the weapon team is the same as it is in the Skaven Army Book.

Tomb Kings-

  • A Hierophant may lead the force and he may cost 165pts.

Wood Elves-

  • Any Wood Elf Hero may lead the force, including an Alter Noble.



These battles are fought over a table 36” by 48”. Terrain and victory conditions are
noted in the mission briefing.


X/60 VPs are used to calculate who won the game. These are relatively simple to calculate though. Instead of the scenario being decided on the normal Warhammer VPs this is altered to fit this format. Since there is always a minimum of 1 unit and a Hero and a maximum of 4 units and a Hero we divide 60 by this number. This will give each unit having a VPs value
between 12 and 30pts (as shown in the table below).

Units+ Hero      Victory Points
2                  30
3                  20
4                  15
5                  12


To get these VPs the unit must be fleeing or destroyed at the end of the scenario.
These are supplemented by the other conditions of the missions. With the other available VPs, the missions have a possible maximum of 100VPs.




Missions

Battle Types

These are the 5 types of battle fought at this points value in this format. Roll a d6 to see what mission is to be played.


D6 roll                                                       Mission

  1. Secure the Prize
  2. Take and Hold
  3. Opening Engagement
  4. Opening Engagement
  5. Kill the Commanders
  6. Hold the Line/ Breakout


1- Secure the Prize-

Set up- 
  • On a 36" by 48" board. 
  • 3-4 pieces of terrain, 8” from the center of the board.
  • Deployment is 12" in from the shorter board edges.
  • 3 objectives are place on the board. One in the center of the board and one by each player outside their deployment zone and 6" away from the others.
  • 6 Turns
  • VPs- X/60 
  • Objective VPs- 1 objective 10pts, 2 Objectives 25pts all three objectives 40pts
  • Maximum 100VPs


2- Take and Hold

Set up- 
  • On a 36" by 48" board. 
  • 2-3 pieces of terrain, 8” from the center of the board.
  • A single counter or small piece of non-difficult or dangerous terrain in the middle of the board. 
  • Deployment is 12" in from the shorter board edges.
  • 6 Turns
  • VPs-X/60
  • 40VPs for the Take and Hold objective.
  • Maximum 100VPs


3 and 4- Opening Engagement

Set up-
  • On a 36" by 48" board. 
  • 3-4 pieces of terrain, 8” from the center of the board.
  • Deployment is 12" in from the shorter board edges.
  • 6 Turns
  • VPs-X/60
  • 40 VPs for holding one table side uncontested. The table side is marked as a line running through the table, parallel to the armies deployment zones.


5- Kill the Commanders.
  • On a 36" by 48" board. 
  • 3-4 pieces of terrain, 8” from the center of the board.
  • Deployment is 12" in from the shorter board edges.
  • 6 Turns
  • VPs-X/60. These are only gained for killing a Hero, Champion or a unit leader though.
  • 40 VPs for holding one table side uncontested. The table side is marked as a line running through the table, parallel to the armies deployment zones.


6- Breakthrough/ Hold the Line
  • On a 36" by 48" board. 
  • The defender sets up terrain so there is unpassable terrain along the sides of the board. Leaving an 18" to 30" corridor for the attacking army to pass through.
  • There is a building, gate or some other counter representing the attackers objective
  • The Defenders deployment is 24" in from their shorter board edge. The Attackers only get 8" to deploy in.
  • 8 Turns or Sudden Death if the Attackers succeed in thier objective.
  • VPs-X/60. These are only gained for killing a Hero, Champion or a unit leader though.
  • 40 VPs for the Defender if they hold the attackers objective.
  • 40 VPs for the attacker if they have a unit (not a Hero) in base contact at the end of one of their turns.
  • notes: Ambush, Scouts and Vanguard can not be used by the attackers in this scenario.

Magic

With the magic in 8th being soooooo powerful of the following ideas should be used to stop magic users destroying the enemy in one turn.

  • The signature spell becomes spell number one and the other spells increase by one for the choosing of them. The APOCALYPTIC spell from each Lore is not used in these games.
  • Lore of the Wild for Beasts of Chaos follow these rules as well.
  • Lore of Tzeentch follow these rules as well. No Gateway.
  • Skaven can not choose the 13th Spell.
  • Other Armies with their own Spell lists in their books choose them normally. Orcs, Goblins, Ogres, Wood Elves and High Elves.
  • If a High Elf chooses to take Drain Magic the spell takes up a spell slot and it has to be paid for. i.e. if the Elf player wants to take Shield of Saphery and Drain Magic then the mage must be a level 2.
  • Roll 2D3 for the power dice at the start of the phase, instead of 2D6.
  • The maximum dice to be used or gained in a single magic phase is 6. 
  • Irresistable force is three unmodified rolls of 6 for a spell.


I hope that you guys have fun with these rules.

Feedback would be great. I plan on making tweaks as they get playtested.

Regards,

English Pillock.

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