Cities of Deff

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    Cities of DeathThis expansion allowsyou to take the war tothe cities of the future,with comprehensiverules for urban combat.

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    his article is all about playing aroundwith Warhammer 40,000 - inparticular it's about taking the rulesand ideas presented in the Cities of Deathexpansion, grabbing a passing Codex: Orksand grafting the two together like somederanged Bad Dok. There has been afrenzy of gaming activity centred aroundthe Orks recently, and as the author of theCities of Death expansion I've beenthinking for a while about writing somemissions and cityfighting stratagemsspecifically for our green-skinned friends.In my opinion, the coolest thing aboutexpansions such as Cities of Death is that

    they allow players to really focus in on oneaspect of the Warhammer 40,000 universe.This allows us to imagine exactly how ourfavourite army might fight in the givensetting. What dirty tricks would Orksemploy in a cityfight for example? There'sa plethora of inspiration out there to draw

    on, from the background presented in theCodex to the cut scenes in the Dawn ofWar computer game. If you're like meyou'll absorb all of this great stuff and justwant to make it happen on theWarhammer 40,000 tabletop. Here's howI'd go about it.

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    W H R T o S T A R T

    O R K T O W N

    So, you're an Ork player and you wantto playa Cities of Death game. Obviously,the first thing you'll need is a city!The various Warhammer 40,000 buildingsets provide all the terrain you'll need for aCities of Death game. The city ruin on theright has been modelled to represent abuilding held by Orks. It's been decoratedin typically Orky fashion using spareplastic components and cocktail sticks. Inaddition, the ruin has been painted as if theOrks have been enthusiastically applyingall manner of graffiti.

    This sort of project is great for peoplewho want to make their army fit into theirterrain, so it looks right at home. If you'rean Ork player you've no doubt amassed asizable Bitz Box of the sort of componentsused here, so putting together enough'Orkified' city ruins for a Cities of Deathgame should be great fun.

    This is an example of terrain made entirelyfrom scratch, and was built by our ownJeremy Vetock. The buildings areundeniably 'Orky' and a great amount oftime and attention has been invested increating them.

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    J O B S f O R T H 8 0 Y zT he Cityfighting missions presented inCities of Death work equally well forall of the Warhammer 40,000 armies,offering a different tactical challenge toeach. But if you're thinking about aspecific army, such as the Orks, then whynot invent your own missions basedaround its character, history and tactics?Here are a couple of example missions toget you thinking.

    You may like to discuss whichdefinition of Scoring Units to use - the onegiven in the Cityfighting Missions section ofCities of Death, or the one given in theStandard Missions section of theWarhammer 40,000 rule book. Both sets ofmissions and their accompanying specialrules are intended to be self-contained, butI would understand if people wanted to useone over the other.

    The arks are laying waste to an Imperial city, burning anythingcombustible, looting anything portable, eating anything edible (toan ark) and generally lowering the tone of the whole place.S C E N A R IO S E T - U Pnhe table is divided lengthways into"1rIf"two halves, by drawing an imaginary

    line through the middle of the shorttable edges.nhe players roll-off, and the winnerhir chooses to go first or second. Theplayer that goes first chooses one ofthe long table edges to be his owntable edge. He then deploys hisforce in his half of the table, with allmodels more than 12" away fromthe table's middle line (this is his'deployment zone'). His opponentthen deploys in the opposite half.neclare the use of stratagems,

    hi"as detailed in the CityfightingStratagems chapter of the Citiesof Death books.Beploy Infiltrators and make1hf any Scout moves.Rtart the game! Oncehi"deployment has finished, theplayer that chose hisdeployment zone startsgame turn 1 with hisplayer turn, unless hisopponent can seize theinitiative by rolling a6 on a D6.

    Imperial GuardDeployment

    O B J E t T l U EAt the end of the game, each playerreceives 1 kill point for each enemy unitthat has been completely destroyed. If acharacter has a retinue, the character andhis unit are worth 1 kill point each.

    The Ork player receives 1 kill pointfor each city ruin outside of his owndeployment zone occupied at the end ofthe game.The opposing player receives 1 killpoint for each Ork unit still in the Orkdeployment zone at the end of the game.M I S S I O N S P E C IA L R U L E S3 cityfighting stratagems each, randomgame length.

    Ork Deployment

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    C L E A N S E A N D S U R NThe Orks are facing burnination at the hands of a vengeful enemy determinedto scour them out of a humie city taken fair an' square. Orks don't stand forthat sort of thing, oh no...S C E N AR IO S E T - U PftThe table is divided lengthways intolrIrtwo halves. The players roll-off, and

    the winner chooses to go first orsecond. The player that goes firstchooses one of the long table edgesto be his own table edge. He canthen deploy up to two units from hisElites selections and up to one unitfrom his HQ selections in his half ofthe table. His opponent then doesthe same in the opposite half, butmust position his three units morethan 18" from any enemy units.neclare the use of stratagems, as

    Trirdetailed in the CityfightingStratagems chapter of the Cities ofDeath book.

    DElites and HQ units that can Infiltrate1iff can do so, as long as at the end of

    deployment the player still has amaximum of one HQ and two Elitesunits on the table. Lastly, playersmake any Scout moves.

    BStart the game! Once deployment1hfhas finished, the player that chosehis deployment zone starts game

    Turn 1 with his first player turn,unless his opponent can seize theinitiative by rolling a 6 on a D6.

    All units that were not deployed,and were not declared to be inreserve during deployment, mustenter the game in the Movementphase of their first player turn bymoving in from reserve from theirown table edge, just like unitsmoving in from reserve.

    O B J E C T I U EAt the end of the game, each playerreceives 1 kill point for each enemy unitthat has been completely destroyed. If acharacter has a retinue, the character andhis unit are worth 1 kill point each.

    The opposing player receives 1 killpoint for each city ruin destroyed duringthe game.

    The Ork player receives 1 kill pointfor each city ruin not destroyed duringthe game.M I S S IO N S P E C IA L R U L E S3 cityfighting stratagems for the Orkplayer, 4 for the opposing player (onemust be Demolition, Siege Shells orWreckers); random game length.

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    O R R ( I T Y f I G H T IN GS T R A T G M Serhaps my favourite part of Cities of Death isthe system of choosing and using cityfightingstratagems. I've always wanted to write somemore, in particular stratagems that are specific to agiven race. Here are some I've written for the Orks touse. I'm sure you can think of plenty more.

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    G U A R D S O U IG SRavenous Guard Squigs roam the area, acting both as a deterrentagainst Grots breaking into the Fungus Brew store, and against enemyinfiltrators sneaking into the city. Place six Squig models anywhere on the table other than in theenemy deployment zone. Any time a unit ends its move within 6" of a Guard Squig, theopposing player rolls a D6 and consults the table below, adding +1 ifthe unit is a Gretchin Mob, and +2 if the unit is an enemy (or,indeed, +3 if the unit is an enemy Gretchin Mob!).

    ResultWahl: The Squig wasn't paying attention.WazzaH: Move the Squig D6" towards the enemy unit. If itmakes contact with any models from the unit, proceed as forRaaargh! below.Raaargh!: The unit takes D6 Strength 4AP- hits and the Squig counter isimmediately removed.

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    S T A B B Y B I T lOrks are far from subtle when itcomes to erecting defences. In most~ases a large iron spike does the jo b~us~~ne, though especially precociousmdlVlduals may creatively adorn thesewith skulls and the like. The Spiky Bits stratagem may beplayed upon a single city ruin in theplayer's deployment zone. This maybe a key building.

    Any unit assaulting into the buildingfrom outside it must make adangerous terrain test, re-rollingsuccessful results.

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    Movement phase may choose to beteleported to the other tellyporta, solong as the other building is notoccupied by the enemy. The unit isimmediately moved to the otherbuilding, taking a dangerous terrain testand a Pinning test once there. So longas the Pinning test is passed, the unitmay run, assault and shoot as normal,though it may not move any further inthe Movement phase.

    T t 1 1 u p o r t aTellyportas are highly dangerous devicesbuilt only by the most utterly insane ofBigMeks. Usually they struggle to find(willing) test subjects to try them out on,often having to resort to herding largenumbers of Snotlings into the tellyportajust to see what comes out of the otherend. In the heat of battle, however, it'snot hard to convince the Boyz to try thetellyporta out if it means they close onthe enemy that bit sooner. When declaring the use of thisstratagem, indicate two buildings toapply it to rather than one.

    Any friendly unit entering eithernominated city ruin during the

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    If both sides are Orks, then anytellyporta may be used by any unit torelocate to any other tellyporta.

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    When it comes to the setting up ofbooby traps, Orks believe themselvesterribly cunning. They are quitewrong, but the effects can bedevastating nonetheless. At the start of the game, place acounter representing the Kunnin' Trapanywhere on the table outside of theenemy deployment zone. At the beginning of the owningplayer's Shooting phase, declarewhether you want the trap to go offor keep ticking for another turn. Rolla D6: on a roll of 1 the opposite ofwhat you declared happens. When the trap goes off, every unit(friend or foe) within 2D6 inchestakes 2D6 Str 4 AP- hits. In addition,if the trap was placed in a city ruinthis will be destroyed asper the rules in Citiesof Death.

    Every Ork settlement contains an areaknown as the Drops. This vile placeserves the dual role of cesspit andnursery, and within it gr?ws allmanner of unlikely fungi tended bythe smallest (and most stupid) ofGretchin. Most Orks avoid the placeexcept when nature calls - other raceswould do well to take heed . Any unit entering the Drops .immediately takes D6 Str 4 AP- hits.In addition, if the unit is from anyCodex other than Codex: Orks itmust immediately make a Moraletest. Vehicles that fail a dangerousterrain test in The Drops and areimmobilised as a result areautomatically wrecked (the crew hadbetter batten down the hatches orthings are gonna get messy... ).

    A Mek's Workshop is a hive of activity, the sounds of construction,small explosions and occasional cursing audible all around. The Mek's Workshop is dangerous terrain to all units (friend or foe),except Meks and Big Meks (friend or foe). This does not apply to theowning side if there is a friendly Mek or BigMek in the ruin. So long as the Mek's Workshop is occupied (See the CityfightingMissions section in Cities of Death for this rule) by a friendly Mek orBig Mek, any tank (friend or foe) wrecked within 6" of the ruin isremoved from the table at the beginning of the Ork Movementphase. At the beginning of your next Movement phase the modelmay be returned to play under the control of the Ork player, movingon from within the Mek's Workshop.Just what the Mek might make of the wreck is never predictable,so roll a dice and consult the following chart to see what the modelis treated as. All such vehicles have the basic profile for their type asgiven in Codex: Orks.D61-3456

    VehicleSorry mate, can't fix it: NothingThis goes there: A TrukkPass me that shoota: AWarbuggyJob's a good 'un: A Looted Wagon with a boomgunPlayers will obviously have to agree exactly whereabouts the weaponsare mounted on these vehicles, and use them in the spirit in whichthey're presented.

    T ha t'. A l l, f ol k.So there we have it, that's how I'd go about designing some Cities ofDeath rules for the Orks. Hopefully I've provided a few ideas, not justfor Ork players. but for everyone - there's absolutely no reason not todo the same th~ng for Eldar, Tyra.nids,Necrons or any other army. And~ayb~ the White Dwarf crew will let me have a go at more articleslike this one. Let us know if you'd like to see more!