Rules of Engagement

Once upon a time, in a White Dwarf long ago...

Hello once again loyal readers. One of the things I really like about 40k, at least compared to most board games, is the variety of games that can be played. With all the different armies, different unit combinations within those armies and then different layouts for terrain there really is a near infinite number of possible games to play, even before you start rolling dice! That said, what usually sets one game apart from the rest is the combination mission and deployment type.

Back in the mists of time, when the dinosaurs of 3rd Edition 40k still rules the tabletops, Games Workshop put a set of rules in White Dwarf to provide more options for your games; a missions brief that allowed for the possibility of you and your enemy having different desires and objectives for a battle. It was the Rules of Engagement, an interesting twist on missions being both balanced and yet asymmetric in nature. With 4th Edition, the rules changed little enough that the RoE worked perfectly well, but the advancement to 5th started to show their age. Thankfully the Battlemissions book filled that void to a certain extent, but I still missed the RoE and the unusual challenges it presented. I reworked them then and, as 6th Ed starts to come of age with a number of Codex releases under its auspice, I have reworked them again. This time to include the secondary objectives, as well as the Mysterious Objectives rules. So, without further ado;



The Rules of Engagement

Objective Markers
Rules of Engagement requires that each player has two objective markers. This gives players the opportunity to make items relating to their army. All measurements are taken from the centre of the marker, so the exact size does not matter (though a 60mm round base is recommended). Objective markers do not block line of sight and are never considered difficult terrain, regardless of how the model looks.

Armies and Terrain
Armies are chosen from the normal Force Organisation Chart. Points values should be decided by both players beforehand. While Rules of Engagement works for any size game, it has been our experience that 1500 points is the optimum for exciting, well-paced games.
Terrain should be deployed in any mutually agreed upon manner, covering roughly 25% of the board and should be divided equally between Line Of Sight blocking terrain that provides cover (such as woods or ruins), terrain that provides cover but does not block LOS (barricades, craters, scrubland and rubble) and terrain that blocks LOS completely (hills, rocky outcrops and buildings for example); as you would for a normal game chosen from the missions in the BRB.

Deployment
To determine deployment type, roll a D6 and consult the chart below. Players then roll off, with the player that rolled the highest choosing which deployment zone to set-up in, however they do not deploy their forces yet.
  • 1-2 Pitched Battle
  • 3-4 Spearhead
  • 5-6 Recon
Pitched Battle

Each Deployment Zone is 12" on from the long board edges.

Spearhead
The table is divided into quarters, formed by drawing two perpendicular imaginary lines through the centre of the board. No models may be deployed within 12" of the centre of the board. The winner of the roll off may choose any of the table quarters as his own, with his opponent taking the opposite quarter.

Recon

Each deployment zone is 12" away from the short center line.

Place Objective Markers
Starting with the player who won the roll off for Deployment Zones, players take it in turns to place their objective markers on the board. Each player must place one objective marker in their deployment zone and one in No-Man's Land; the area of the board that isn't either player's deployment zone. Each objective marker must be farther than 6" from any table edge and must be at least 18" away from any other objective markers. Players alternate until all 4 objective markers have been deployed.

After all the objective markers have been deployed each player rolls a scatter dice for their markers. If a 'Hit' is rolled, the marker remains in place. If an arrow is rolled, the marker moves D6 inches in the direction shown. Note, this may mean that markers end up within 6" of a table
edge or 18" of another marker.

Players should be aware that you will be randomly determining which, if any, of the objective markers you need to control to win the game. Placement is therefore crucial as you may end up
having to defend the objectives you place, or likewise attack you enemy's markers. Objectives also follow the rules for Mysterious Objectives and are controlled as normal.

Scenario Missions
After all terrain and objective markers have been set-up, it is time to determine your orders! Each player rolls 2D6 and consults the chart below. Both players should tell their opponent which mission they rolled and what their objectives are.
  1.  
  2. Assasinate
  3. Sabotage
  4. Lightning Raid
  5.  Foothold
  6. Hold Out
  7. Firebase
  8. Bridgehead
  9. Rescue
  10. Unconventional Warfare
  11. Hold the Line
  12. Bombardment

Assassinate
Objective 1: You must destroy the enemy Warlord. Victory Points for this are not cumulative with the Slay the Warlord secondary objective.
Objective 2: You must control one enemy Objective Marker.

Sabotage
Objective: You must destroy both enemy Objective Markers in close combat. Every non-vehicle unit carries the charges for this task but you can only use them to destroy enemy objective markers. To destroy an objective, a unit must end your movement phase in base-to-base contact with it and spend their entire assault phase doing nothing other than setting the charges. At the end of your assault phase, the objective is destroyed. The destroyed objective cannot be controlled by either side and should be removed from the table after the assault phase.

Lightning Raid
Objective 1: You must have two units above 50% of their starting strength or two mobile vehicles in the enemy deployment zone at the end of the game.
Objective 2: You must control any one enemy objective marker.

Foothold
Objective: You must control BOTH enemy objective markers.

Hold Out
Objective: You must control BOTH of your own objective markers.

Firebase
Objective: You must control any two objective markers.

Bridgehead
Objective 1: You must control any one of your objective markers.
Objective 2: You must control any one of the enemy objective markers.

Rescue
Objective 1: You must rescue one enemy objective marker. To do this, any non-vehicle unit in your army must spend one full movement phase in base-to-base contact with the objective marker to recover data, gather information etc. Once this has been done, the item has been rescued. The Objective marker stays where it is and can be controlled by either side.
Objective 2: You must control one of your own objective markers.

Unconventional Warfare
Objective: You must control any two randomly determined objective markers. Randomize by numbering the markers and rolling two D6. On a 5 or 6 you may choose which objective marker you wish to control.

Hold the Line
Objective 1: You must have more friendly units than enemy units in your deployment zone at the end of the game.
Objective 2: You must control one of your own objective markers.

Bombardment
Objective 1: You must reduce all enemy non-vehicle units to under 50%.
Objective 2: You must control one of your own objective markers.
At the start of the game (after deployment, but before the first turn) roll a D6 for each non-vehicle unit in the enemy army. On a 6, that unit takes D6 wounds, with armour and invulnerable saves (but not cover saves) allowed. The unit must also pass a leadership test or be pinned for their first turn. This includes units embarked in transport vehicles. Units held in reserve are not affected by
the Bombardment.

Warlord Traits, Deploy Forces and First Turn
Players roll for their Warlord Traits as normal and then must roll for Night Fight. The player who won the roll off and chose the deployment zone deploys his army first, keeping any units they wish to in Reserve. The player who deployed first gets the first turn. The other player, however, may attempt to steal the initiative on a D6 roll of 6.

Ending the Game
Rules of Engagement games last a random number of turns - between five and seven. At the end of game turn 5, a player must roll a D6. On a 3+, a game turn 6 is played. If this is the case, at the end of game turn 6, a player must roll another dice. This time, on a 4+ a game turn 7 is played. At the end of game turn 7 the game ends automatically.

Victory Points
The Objectives in the Rules Of Engagement missions are worth 4 VPs each. All missions have the Secondary Objectives Slay the Warlord, First Blood and Linebreaker. These are worth 1 VP each. The player with the most VPs is the winner.




And that is it! I'll be the first to admit, these rules don't always make for a fair game. Sometimes you might have a gun line who need fight their way right into the teeth of the enemy, whilst all they need to do is sit back and let you come to them, others you might be stuck with an assault army trying to defend you own objective whist your opponent can sit back and shoot you off whilst defending theirs. Individual games may happen like that, but it has often been said that no battle plan survives contact with the enemy, and that needs to be the case here. Being able to be flexible and adapt will make your games for more enjoyable. Not to mention you might discover a tactic that works well for you in normal games as well and become a better player overall; your armies less prone to crumbling in a bad match up. Just my two pence.

To make things easy for you, I've put a copy of this as a .docx file HERE! Simply download it, print it out and get playing!

Let me know what you think, how your games with these rules go, if any of you remember the original RoE article, etc.

Matt

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