Results 1 to 10 of 10

Thread: Experimental rules for playing solo Warhammer 40k Games

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Experimental rules for playing solo Warhammer 40k Games

    I've written some rules for those interested in playing practice solo games of Warhammer 40k and not feeling like you're entirely playing against yourself. These rules have not had too much playtesting and any feedback is welcome and appreciated. Let me know what you guys think!

    Playing Warhammer 40k solo

    Pick two army lists as normal using the standard force organization chart. One army, hereafter called the automated army, for the sake of convenience, will have an additional 25% points to choose its army and will also be subject to what will be referred to as Random Intelligence rules, which are explained below.

    The automated army is partially controlled by you, the player, and partially controlled by dice rolls which determine if units take the best possible action available or instead revert to performing an action in line with their usual capability, be it offensive or defensive.

    Deployment:

    Split the deployment zone of the automated army into three sections, roll a D6 for each unit, and randomize in which section it will be deployed. Defensive units should always be deployed in cover if space allows it, whereas offensive units should be deployed as close as possible to an enemy unit.

    For each deepstriking unit, roll a D6 to determine if it will arrive on the battlefield via the deep-striking rules or deploy as normal. When a deep-striking unit is available in reserves roll a D6. On a 1 or 2 split the table into six sections and roll randomly for the section the unit deep-strikes in. Place the unit in the best possible position in that section as normal. On a 3 or higher, the unit is deployed via deep-striking rules as normal.

    Random Intelligence

    Models in Warhammer 40k are generally either offensive or defensive in nature and players tend to keep their play-style in line with a unit’s capability, barring some unforeseen or unusual circumstance which forces a readjustment of tactics to suit a particular situation on the battlefield.

    Before beginning the battle, choose a defensive or an offensive combat designation for each unit, vehicle, character, or any other independent model such as monstrous creature.

    A defensive unit will tend to stay in cover and keep its distance from the enemy, often shooting with long range weaponry while sitting on an objective. Not afraid to take hits or give them out in return, an offensive unit will often charge across the battlefield to engage a foe in close range and take the objective through close range fighting.

    Before performing an action a unit must roll a dice and consult one of three tables, depending on the phase during which it is performing an action. Roll only once for units with characters in them. What is referred to as "best possible action" means an action that you yourself would perform were you playing against a real opponent.

    Movement –

    Defensive unit:
    1-2: Moves at full speed towards nearest piece of terrain giving cover. If already in cover or claiming an objective, unit does not move.
    3-6: Performs the best possible movement action.

    Offensive unit:
    1-2: Moves at full speed towards the closest enemy or objective it can see. In case of a tie, roll a D6 and randomize.
    3-6: Performs the best possible movement action.

    Shooting—

    Defensive unit:

    1-2: shoots at the nearest enemy it has a chance of damaging, i.e. causing a wound or a glancing hit. If the unit has no chance of damaging the nearest enemy, the unit shoots the next nearest enemy it has a chance to damage.
    3-6: performs the best possible shooting action.

    Offensive unit:
    1-2: runs towards the closest enemy or objective it can see. In case of a tie, roll a D6 and randomize.
    3-6: performs the best possible shooting action

    Assault--

    Defensive unit:
    1-2: cannot perform an assault action and must move away as far as possible from the closest enemy unit if it able to do so.
    3-6: performs the best possible assault action – which can be no action at all.

    Offensive unit:
    1-2: attempts to assault the nearest enemy if able to do so. If the unit can make a movement action it must do so at full speed possible and towards the nearest enemy it can see. If it cannot see an enemy it will perform no action in the assault phase.
    3-6: performs the best possible assault action – which can be no action at all.

    Examples of units that may excel at being offensive include Ork Slugga Boyz, Chaos space Marine Khorne Berzerkers, Tyranid Hormogaunts, and many units with assault and/or close combat weapons.

    Examples of units that may excel at being defensive include Tau Fire Warriors, Eldar Guardians, Imperial Guardsmen, and many units with rapid fire or heavy weapons.

    Certain units, such as the ubiquitous space marine tactical squads, can blur the distinction between offensive and defensive units, but when using Random Intelligence rules, use your discretion to pick which role the unit will best fulfill.
    Last edited by dooms33ker; 17-03-2013 at 04:27.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •