Many moons ago, back in 4th Edition Warhammer 40,000, there was another mode of play called Combat Patrols, or 40k in 40 Minutes. Since then I haven't managed to find an updated rules-set for similarly small-scale games, so I figured with the release of 6th Edition I'd give it a go myself. Back in those days the point size for Combat Patrols was set at 400, but I felt that 500 may be a better size in this latest version of the game. With that in mind, I read through the rulebook and came up with the following changes to the main rules to better fit this small format:
Rolling To Wound, page 14
In Combat Patrol games, a to Wound-roll of a natural 6 will always cause a wound, regardless of the Toughness of the target.
Charging Through Cover, page 22
If all the targets of a charge are either Pinned or have Gone To Ground the chargers fight at their regular Initiative.
Consolidation, page 27
A unit that performed a Consolidation move in the previous player turn can only be fired at using Snap Fire.
Regrouping, page 31
All units can test to Regroup normally, even if they are under 25% of their original squad size.
Assaulting Zooming Flyers, page 81
Flyers can be assaulted by Flying Monstrous Creatures, Jump Units and Jet Pack Units as if it was a land-based vehicle. This means said units can move into base-contact with a Flyer, ignoring the rules on page 81.
Zooming Flyers counts as having WS10 in assaults.
The changes are made to promote the use of infantry (by giving them the possibility to wound any monstrous creature, preventing unkillable model cheese, and allowing them to Regroup even after taking a few causalities) and to make Assault troops a bit more durable. The last change is, obviously, to help combat the fact that no army has any real anti-air defense at this point in time.
With those changes to the main rules, it's time to take a look at army selection:
Forge Organization Chart
A Combat Patrol army must have 1 HQ and 1 Troops choice. After these quotas have been met, it may have 1 Fast Attack, 1 Elites, 1 Heavy Support and/or 1 additional Troop slots.
There are some additional rules for unit selection in Combat Patrol games. First off, no unit or vehicle may cost more than 150 points. This means you can only spend 150 points on any HQ, Troops, Elites, Fast Attack or Heavy Support selection, including Dedicated Transports. A Combat Patrol army may not contain any Special Characters, Fortifications or Allies.
Additionally, any non-Troops squad taken for your army may ignore the minimum Squad Size in its Codex Entry. However, any unit taken at a size less than its original minimum canít take any optional wargear or upgrades, including compulsory upgrades like squad leaders.
Example: A Space Marine player wants to have a squad of 3 Assault Marines in his Combat Patrol. This is legal, but the unit would not be led by a Space Marine Sergeant and canít take any optional wargear. If the player added 2 more Marines to the squad the 5th member would automatically be upgraded to a Space Marine Sergeant and the unit is free to take any optional equipment.
The last step is designing some scenarios to play using the rules, but before I go any deeper I'd like to get some input from the Warseer community. Do the changes make sense? Does this sound like a good idea?