Combat Patrol for 6th edition

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Combat Patrol for 6th edition

Post by BrookM on Thu May 16, 2013 9:19 am

Hey guys, for those interested, here are the rules for Combat Patrol (or 40k in 40 minutes as us dinosaurs used to call it back in the day), an optional game mode from the 4th edition.

Please keep in mind, the limitations are there for a reason!!

Combat Patrol is a special variant of Warhammer 40,000 in which players command a small patrol of perhaps two squads and a light vehicle. The games are designed to take around forty minutes (or less) to play and are meant to be fast and fun. This is not a “light” set of rules but rather a fresh way to use the armies you already have.

RULES OF ENGAGEMENT
ARMY LIMITATONS
Each player will need a patrol that conforms to the rules below:
• Armies are no more than 400 points.
• You must have one Troops choice.
• You may have one HQ choice, but no more than one.
• You may spend remaining points from anywhere in the Codex.
• No models can have more than three wounds.
• No 2+ saves.
• No vehicles with a total armour value greater than 33. This is calculated by adding the Front, Side and Rear armour values.
• No ordnance weapons.
• No Forge World units.
• No Warlord Traits.
• No flyers.
• No allies.
• No fortifications.
• Games use the Combat Patrol mission (see below).
• The Combat Patrol mission should ideally be played on a 4’ x 4’ area.



BEWARE ODDITIES
When you play Combat Patrol it’s important to remember that these games approach Warhammer 40,000 in a way that it was not originally intended to be approached.

COMBAT PATROL MISSION
THE ARMIES
Choose armies as described previously, adhering to the limitations given.

THE BATTLEFIELD
Determine your deployment map (Warhammer 40,000 rulebook page 118) and then set-up terrain.

DEPLOYMENT
No rolling for Warlord Traits (This is a mere patrol after all, not a battle of epic proportions!), deploy as described in the 40k rulebook.

FIRST TURN
The player who deployed his army first goes first unless his opponent can seize the initiative.

GAME LENGTH
Six turns.

VICTORY CONDITIONS
Victory points.

Secondary Objectives
First Blood.

MISSION SPECIAL RULES
Night Fighting, Reserves.


Last edited by BrookM on Mon Nov 03, 2014 2:08 am; edited 1 time in total

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Re: Combat Patrol for 6th edition

Post by ShasODerpy on Sat May 18, 2013 12:05 pm

dit wil ik graag eens proberen!

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Re: Combat Patrol for 6th edition

Post by Patrick Bergmann on Sun May 19, 2013 10:28 pm

Ik ook!

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Re: Combat Patrol for 6th edition

Post by ShasODerpy on Tue May 21, 2013 2:21 am

• The Combat Patrol mission should ideally be played on a 4’ x 4’ area.

40 bij 40 inch?, of lees ik dit verkeerd Embarassed

_________________
-The fun has been Doubled!

-It's not the las-shot or the bolter round with "Your name on it" that you have to worry about. It's the Demolisher Cannon shell Wraithcannon shot(s) addressed "To whom it may concern". -

-That's it. I'm upping the Arms Race. Time to deploy some Ignores Ignores Cover!
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Re: Combat Patrol for 6th edition

Post by BrookM on Tue May 21, 2013 2:25 am


' = foot oftewel 12 inch

" = inch

Dus een tafel van 48 by 48 inch Wink

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Re: Combat Patrol for 6th edition

Post by 197thBataviran on Sat May 25, 2013 5:38 am

Hey,

Vandaag een potje geprobeerd. Hoe zit het met 2+ coversaves die je door omstandigheden hebt gekregen of geld het alleen voor armour saves?

Zijn er eventueel nog mogelijkheden voor andere missies? Smile

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Re: Combat Patrol for 6th edition

Post by BrookM on Sat May 25, 2013 6:49 am

2+ cover saves mogen wel, gezien deze alleen mogelijk zouden kunnen zijn met units die stealth hebben. Als de save komt van een Aegis Defence Line heeft iemand de regels gebroken. Wink

En andere missies? Nee, het is gewoon een snelle en simpele manier om 40k te spelen zonder al teveel rare fratsen of BS. Dit is ook min of meer een directe lift van de oude 4e editie regels, met wat extra dingen om het gangbaar te maken voor 6e editie.

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Re: Combat Patrol for 6th edition

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