Professional Documents
Culture Documents
The Battle For Benin IV Rules
The Battle For Benin IV Rules
Army Lists
Army lists may be made from any of the following: Any current codex (Must include 1 HQ choice and 2 troop choices) Apocalypse Expansion Rulebook Apocalypse Reloaded Expansion Rulebook Any Imperial Armour Rulebook (Must use the most current rules available)
Victory Conditions
Objectives
There are two types of objectives, standard and vital. Standard objectives are worth 1 point; vital objectives are worth 2 points. An objective may be captured by any scoring unit that is not a vehicle and an objective may be contested by any model (including vehicles). Additionally each player must choose one character to lead their force and write it down. This character must have the highest leadership in the force. If this leader is killed then the opposite team gain a point. As well each player gets one random secret objective chosen on the day of the game. If the secret objective is completed, then players team get an additional point. Players are free to discuss their secret objectives with their team. Unless one side is completely destroyed, the side with the most points at the conclusion of the battle wins the game.
Deployment
After all the terrain has been set up, both sides make a bid for deployment. This bid must be a whole number less than 30. The team with the lowest bid may choose which corner of the board they want to deploy in. They then have 5 minutes of planning, during which no models may be put on the table. They then have the time they bid to deploy. The other team then have 5 minutes of planning and then they must deploy in the time they bid. Any units that are not entirely deployed at the end of the deployment phase are put into reserve. This includes squads that are only partially set up and models that are not standing up. Both teams may deploy anywhere that is with 18 of their respective side of the board, however if their area is too small to deploy all their units then it may be increased in 2 increments until the area is sufficient.
Lines of Retreat
Units that are forced to fall back will do so to your deployment edge, using the normal fall back rules. This represents them attempting to get away from the nightmare that is apocalyptic fighting and safely back to their own lines. If the unit becomes barred by an enemy it must find the shortest part around that unit and continue towards the board edge. If the unit is completely surrounded with nowhere to go it is destroyed, as the members of the unit are taken prisoner or simply shot on the spot.
Reserves
Reserves are forces in the same sector as the troops on the battlefield who can be called in to reinforce them at relatively short notice (as long as they dont get lost). Units that are in reserves are not deployed at the start of the battle, but will become available in later turns of the game. Every unit that wishes to come from on from reserves must roll on the table below to see if they can come in unless their unit description says otherwise.
Infiltrators may infiltrate into/onto any intact building, into any building that has at least three sides or from any point along the two side table edges, following the rules in the main rulebook for determining whether or not they are not too close to the enemy. All Deepstrikers may freely deepstrike into any part of the field of battle, however if they land on any piece of terrain they will suffer a deepstrike mishap as usual.
Terrain
Assaulting into Ruins and Unstable Terrain
When assaulting in ruins and unstable terrain models can become scattered, or the terrain may prevent a model from standing up in base contact with another model; it is then perfectly acceptable to place models as close to their foe as is safely possible, including above or below, providing you make clear to your opponent which of your models is in base-to-base contact with his models. If measuring across several levels distances can be measured from the base of one model to the head of another.
Terrain Type
Rubble Craters City Ruins Dangerous City Ruins Razor Wire Tank Traps Intact Buildings Fences, Hedges, Bushes Trenches, Gun pits, Emplacements, Sandbags, Barricades Units (friends and enemies) Fortification
Infantry
Difficult Terrain Difficult Terrain Difficult Terrain Dangerous Terrain Difficult Terrain No effect Impassable Terrain Difficult Terrain Difficult Terrain N/A Difficult Terrain
Vehicles
Dangerous Terrain Dangerous Terrain Dangerous Terrain Dangerous Terrain No effect Impassable Terrain Impassable Terrain No effect Dangerous Terrain N/A Dangerous Terrain
Cover Save
5+ 5+ 4+ 4+ None 5+ N/A 5+ 4+ 4+ 3+
Unit Type
Infantry Bikes Jet-bikes Monstrous Creatures Jump Infantry Artillery Beasts and Cavalry Vehicles Walkers Vehicles Skimmers Vehicles Other
Intact Buildings
Intact buildings may be garrisoned by up to 20 models. These cannot be monstrous creatures, beasts, cavalry, and bikes of any kind as well as models that are not permitted to enter transports, as these simply cannot fit within a building. However they may still assault building representing them attacking through the windows and doors. Jump infantry and any models that normally take up more than 1 slot in a transport take 2 slots in the building.