Takhisis Prime campaign by Manticore Legion
  • Each player will have a random number of token falling onto Takhisis totaling 5000 point. The other 5000 pts will come in at a later time.
  • Each player will draw a random coordinate where it lands EX: F-13
  • TURN ONE BEGINS.  EACH TURN, EACH ARMY USES HIS STRATEGY VALUE FROM THE BBB TO ROLL DICE AND SEE WHO GOES FIRST. EX: SPACE MARINES ROLL 3 DICE, ORK 1....

Each token (army) gets 4 Action Points (AP) per turn. APs not used are lost.

APs can be used as follows:

  • MOVE ARMY:   2 AP
  • ATTACK : 2 AP
  • CREATE AMBUSH: 4 AP
  • DEFEND: 2 AP
  • FORTEFY: 3 AP
  • MOVE PART OF ARMY (REINFORCEMENT): 1 AP
  • SPLIT FORCE: 1 AP PER SPLIT
  • RIG BRIDGE:     3 AP
  • RIG DAM            :           4 AP
  • CALL REINFORCEMENTS: 1 AP
  • ACTIVATE DEVICE (NUKE, REPAIR, USE TELEPORT PLATFORM) : 2 AP
  • WITHDRAW : 1 AP???????????
  • MINE : 2 AP
  • EXCAVATE : 2 AP
  • SCOUT : 1 AP
  • CONSOLIDATE : 1 AP
  • SALVAGE VEHICULES + EQUIPMENT : 3 AP
  • AMBUSH : 4 AP
  • REPAIR SOMETHING : 2 AP
  • USE CAMPAIGN STRATAGEM (GUN PLATFORM, NUKE WARHEAD....) : 2 AP

FORTIFY

Add a dot • (clearly marked) to the TOKEN you have fortified. When fighting a game in this location, you have an
extra 100pts to spend on equipment from the Defender’s Armoury in Codex Cityfight (p21). This may be done more than once, adding 100pts per fortification and another dot the pin, but no more than three times in any one location. Some of the locations already have fortifications, eg (•••) would mean someone defending that square may
spend 300 extra points on equipment from the Defender’s Armoury.

MOVEMENT

AN ARMY MOVES AT THE RATE OF THE SLOWEST UNIT IN HIS FORCE BUT CAN SPEND APs TO SPLIT FORCE AND MOVE THEM AHEAD. IF A FORCE DOESNT ENCOUNTER ENEMIES, THEY CAN MOVE UP TO:

  • INFANTRY 1 SQUARE AWAY
  • MECHANIZED 2 SQUARE AWAY
  • FAST ATTACK : 3 SQUARE AWAY
  • FLYERS : 4 SQUARE AWAY

REINFORCEMENTS
WHEN BEING ATTACKED, A PLAYER CAN CALL FOR REINFORCEMENT.

REINFORCEMENT HAVE TO BE IN REACH DEPENDING OF THEIR MOBILITY
  • INFANTRY 1 SQUARE AWAY
  • MECHANIZED 2 SQUARE AWAY
  • FAST ATTACK : 3 SQUARE AWAY
  • FLYERS : 4 SQUARE AWAY

WHEN CALL FOR REINFORCEMENTS, THEY ARRIVE IN RESERVE, WITH A -1 TO THE ROLL PER SQUARE AWAY.

  • REGULAR HQs CAN CALL ONE REINFORCEMENT FORCE
  • UNIQUE HQs AND HERO CHARACTER (THE PLAYER) CAN CALL UP TO 2 REINFORCEMENTS
  • WHEN A REINFORCEMENT IS CALLED, THE PLAYER MAY CHOOSE WHICH UNIT HE SEND BUT MUST KEEP THE UNIT AS IS (NO MODIFICATIONS)
  • THE PLAYER CALCULATED HOW MUCH POINTS OF THE ADJACENT SQUARE IS USED TO SEND AS REINFORCEMENT (EX: BTs ATTACK NIDS WITH 1500 PTS. NIDS HAVE ONLY 1250PTS, NIDZ CALL BACK UP FROM A 1500 FORCE ADJACENT AND ONLY USES 400 PTS, LEAVING 1100 IN THE OTHER SQUARE. THE PLAYER CHOSES WHICH UNIT IS DISPATCHED.
  • IF NO HQ IN FORCE, NO REINFORCEMENT
  • REINFORCEMENT NEED TO HAVE ENOUGH APs TO COME HELP.


COMMITTING FORCES
  • PLAYER MAY CHOOSE TO COMMIT ''TO THE DEATH''. IF A PLAYER COMMITS HIS FORCE TO THE DEATH AND HIS ENEMY USES THE ''WITHDRAW'' RULE. HE HAS 2 FREE SHOTS AT THE FLEEING ENEMY INSTEAD OF ONE.
  • WITHDRAW: WHEN A PLAYER TRIES TO FLEE TO SAVE A PIECE OF HIS ARMY, EVERY UNIT GETS ONE FREE SHOT AT THE FLEEING PLAYER.