Posted: 13 Apr 2005, 19:08
Actually, the game is turn based but with RTS style elements.
Before the battle, both players decide where to put their basic command centre (it can be upgraded and made stronger and more useful, so :). Plus if it dies, you lose) and also how many scrap pools (resource points, think like a metal deposit in TA) per player.
These come in silver, which is worth 1000 credits per harvester that goes to it and back to refinary (will explain further in a moment), and gold, which is worth 2500 credits per harvester. Your harvester goes from your refinary (or in the case of the UNSC, your scrap silo, which you can upgrade to a refinary) to the scrap pool, sits on top of it for a turn and then returns to base to drop off the scrap. only once it reaches your refinary do you get the resources. Both players should keep track of how much resource the other player has, as well as their own. It would work best to have a piece of paper and write it down every time some new cash comes in or you spend some.
Then, to place the scrap pools, you use an old WH artillery dice. find the centre of the field. Roll the Artillary dice and a pair of normal dice. The artillary dice decides the direction from the centre the scrap pool is. The other 2 decide its distance from the centre. Your first dice decides distance and your 2nd dice decides the multiplier. Even numbers = 2x and odd number = 1x
For example, you roll a 3 and a 2. The 3 is your first dice, so its 3 inches, but you rolled a 2, even. Therefore it is 6 inches from the centre of the battle. The models are smaller than WH models, so this makes more sense. (think about 2/3 the size). If you get a dead on accurate roll, the player who is placing the scrap pool gets to chose where, although the distance still applies.
Once setting up is done, you have your deployment phase, at the start of the battle. Both players decide if this is a skirmish, all out battle or frontline, which decides starting forces.
A skirmish = 2 squads of basic infantry + your HQ
A Battle = 2 squads of infantry + a jeep + a tank + HQ
A frontline = A powerplant, 2 turrets, A barracks, 2 squads, A tank and your HQ
Ok. I forgot didn't I. Power. For people who play any of the C&C games, this functions in the same way. You use power to keep buildings active. Without it, special weapons won't work, light turrets and units will be the only defences and unit production stops (building production is allowed).
The game has similar phases to warhammer. Each player gets a turn, with set phases where certain actions occur.
1: Re-enforcement phase. This is where you build new troops, or use the dropship, paradrop or droppod rules to call in new troops. Tanks and such are also produced.
2: Building phase. You roll a dice to see how many buildings you can build as a maximum that turn. Then you build them. You don't have to build 6 if you roll a 6, it just means the most you can build is 6.
3: Movement phase. You move your forces. No difference to warhammer here, apart from no difficult terrain rules. If it is bumpy (Really bumpy) it stops tanks. Infantry can pass over it at normal speeds.
4: Special weapon phase. For each of your special weapons (nukes, ion cannon, EMP etc), roll a dice. If you get a 6, your special weapon is ready. Each one has its own rules. Obey them.
5: Firing phase. Fire at the enemy. Some weapons have special rules (like the sniper) and most don't. This is when turrets can also fire at enemies in range.
6: Assault Phase. Close combat. Similar rules to warhammer apply. Vehicles can ram buildings though. They have special rules for each vehicle type. This counts as assault still.
End Turn
Player 2.
Ok. So you begin. Because it is the 1st turn, skip the re-enforcement phase. You already have re-enforcements. Good luck, kill some stuff. Blow up as much as you can.
To win, either destroy your enemies HQ, or kill off all his turrets, mobile units and refinarys......
NB. If you do the 2nd, you don't have any trouble destroying his HQ, so you have won automaticly.
Before the battle, both players decide where to put their basic command centre (it can be upgraded and made stronger and more useful, so :). Plus if it dies, you lose) and also how many scrap pools (resource points, think like a metal deposit in TA) per player.
These come in silver, which is worth 1000 credits per harvester that goes to it and back to refinary (will explain further in a moment), and gold, which is worth 2500 credits per harvester. Your harvester goes from your refinary (or in the case of the UNSC, your scrap silo, which you can upgrade to a refinary) to the scrap pool, sits on top of it for a turn and then returns to base to drop off the scrap. only once it reaches your refinary do you get the resources. Both players should keep track of how much resource the other player has, as well as their own. It would work best to have a piece of paper and write it down every time some new cash comes in or you spend some.
Then, to place the scrap pools, you use an old WH artillery dice. find the centre of the field. Roll the Artillary dice and a pair of normal dice. The artillary dice decides the direction from the centre the scrap pool is. The other 2 decide its distance from the centre. Your first dice decides distance and your 2nd dice decides the multiplier. Even numbers = 2x and odd number = 1x
For example, you roll a 3 and a 2. The 3 is your first dice, so its 3 inches, but you rolled a 2, even. Therefore it is 6 inches from the centre of the battle. The models are smaller than WH models, so this makes more sense. (think about 2/3 the size). If you get a dead on accurate roll, the player who is placing the scrap pool gets to chose where, although the distance still applies.
Once setting up is done, you have your deployment phase, at the start of the battle. Both players decide if this is a skirmish, all out battle or frontline, which decides starting forces.
A skirmish = 2 squads of basic infantry + your HQ
A Battle = 2 squads of infantry + a jeep + a tank + HQ
A frontline = A powerplant, 2 turrets, A barracks, 2 squads, A tank and your HQ
Ok. I forgot didn't I. Power. For people who play any of the C&C games, this functions in the same way. You use power to keep buildings active. Without it, special weapons won't work, light turrets and units will be the only defences and unit production stops (building production is allowed).
The game has similar phases to warhammer. Each player gets a turn, with set phases where certain actions occur.
1: Re-enforcement phase. This is where you build new troops, or use the dropship, paradrop or droppod rules to call in new troops. Tanks and such are also produced.
2: Building phase. You roll a dice to see how many buildings you can build as a maximum that turn. Then you build them. You don't have to build 6 if you roll a 6, it just means the most you can build is 6.
3: Movement phase. You move your forces. No difference to warhammer here, apart from no difficult terrain rules. If it is bumpy (Really bumpy) it stops tanks. Infantry can pass over it at normal speeds.
4: Special weapon phase. For each of your special weapons (nukes, ion cannon, EMP etc), roll a dice. If you get a 6, your special weapon is ready. Each one has its own rules. Obey them.
5: Firing phase. Fire at the enemy. Some weapons have special rules (like the sniper) and most don't. This is when turrets can also fire at enemies in range.
6: Assault Phase. Close combat. Similar rules to warhammer apply. Vehicles can ram buildings though. They have special rules for each vehicle type. This counts as assault still.
End Turn
Player 2.
Ok. So you begin. Because it is the 1st turn, skip the re-enforcement phase. You already have re-enforcements. Good luck, kill some stuff. Blow up as much as you can.
To win, either destroy your enemies HQ, or kill off all his turrets, mobile units and refinarys......
NB. If you do the 2nd, you don't have any trouble destroying his HQ, so you have won automaticly.

