James Bell |
Basically, Planetstrike is set up into two sides, Attacker coming in from orbit and a Defender plane side that is dug in but spread out all over the planet.
Defender - The Defender has larger Troops (8) and Heavy Support (6) sections and gets to set up the entire battlefield. Buildings, defenses, etc. cost the Defender no additional points, but standard terrain density is supposed to be followed. The Defender may keep units in Reserve (to avoid the Firestorm), but they enter from a random table edge (including the Attacker's Drop Zone edge as it is their planet) and must roll on the reserve chart for availability.
Objectives - The Defender also decides which buildings (preferably an odd number) are the Objectives. ANY UNIT CAN CLAIM OR DENY AN OBJECTIVE! The game is supposed to end on a random turn length (5 to 7 turns). Defender counts Objectives only if at least ONE MODEL is present AND NO Attackers are within BASE CONTACT with the Objective. Attackers claim Objectives if they have at least ONE MODEL in base contact with the Objective REGARDLESS of Defenders being present or not.
Stratagems - Both sides pick Stratagems (Points equal to number of Objectives). Some Stratagems are Attacker/Defender/Race specific and can only be used ONCE. Each Stratagem has a different Point cost as some are nastier than others. It will take too long to describe all of them, but here is the generic (non-race specific) titles:
Attacker - The Attacker has larger Elites (6) and Fast Attack (6) sections within their Organization Chart. The Attacker may choose to Deep Strike ANY of the following units: Infantry, Jump infantry, Jetbikes, Monstrous Creatures and anything with a normal Deep Strike capability. Note that ANYTHING Deep Striking with the Deep Striking Special Rule may assault the turn they enter play. The Attacker also gets to choose which table edge is their "Drop Zone" so units can enter by that edge. ALL attacking units use the reserves Special Rule (3+ on Turn 1, 2+ on Turn 2, Automatic on Turn 3).
Firestorm - Before the Attacker starts, they get d6 + (# of Objectives) of Barrages. (Str 9, AP 3, Ordnance 1, Barrage). These do not cause Morale Tests. If nothing is hit, you may place a crater.
Bastions Bastions - Have an AV of 14 all around and typically have three sides with firepoints and one side with an access. Each Bastion can contain a single infantry unit OF ANY SIZE plus any Independent Character Infantry that has joined them. Anyone can enter freely into an unoccupied Bastion, but Bastions CANNOT BE ASSAULTED until they are ruined. Bastions have Automated Weapons and each one may fire at a separate unit. The Automated Weapons have a BS of 2 and ALWAYS shoot at the CLOSEST enemy unit.
Interceptor Guns - The Quad-Guns, Icarus Lascannons and Missile Silos may choose to shoot at Deep Striking Units once the units are placed instead of shooting in the next turn.
Defense Lines - Defensive Lines provide a 4+ Cover Save and units Going to Ground within them gain +2 to their Cover Save. Units along the Defensive Lines are treated as being in base contact if they are within 2" of each other.
Landing Pads - They can be shielded (4+ INV save) or unfurled and have a AV of 13.
Indomitable Fortresses - Count as a Bastion with three sections. Each section is treated as a separate Bastion for attacks, # of units inside, etc. They also have Missile Silos (Str 8, AP 3, Heavy 1, Ordnance, Barrage, Interceptor).
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