nidmissie
TRANSCRIPT
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Defender mag assets uit de volgende categorieën:
Universal ( Hammerblow, Replacements, Trophykill), front line ( Disrupter beacon, Null zone
generator, Supreme Headquarters, Shield generator), battlefield (Bunkers, Minefields, Obstacles,
Tunnels) and army specific
Attacker mag assets uit de volgende categorieën:Universal ( Hammerblow, Replacements, Trophykill), support (Antiplant Barrage, Blind Barage,
Jammers, Long Range ack-ack, Orbital bombardment, precision strike, scheduled bombardment
Surgcal Raids) and army specific
Defender mag tot 50% van zijn units deployen de rest komt uit reserve: of deepstrike of komt binnen
de muren van het fort uit reserve, alles wat niet geplaatst kan worden is destroyed. Time: 15 minutes
and first turn
Attacker deployed ook 50% de units deployen de rest komt via deepstrike of van een van de
deployment table edges. Bij deployment moeten ze minstens 18”van de muren deployen (hier
moeten we dus nog even naar kijken). Time: 15 minutes
4 wall sections 300 points
1 gates 300
2 towers 150
2 x minefield asset 500 punten.
1 x orbital bombardment 250
Equals 25% of the total points in defences
Attacker deploys within the walls of the fortress
12”
18”
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Walls: have av14 and 2 structure points
Gate: have av14 and 2 structure points
Towers: have av14 and 3 structure points
Flying assault: any unit which has either jetbike or jumppack movement can always fight with the
occupants of the wall. They do however fly into a hail of defensive fire so count as if fighting in areaterrain (dangerous terrain test, initiative 1 without grenades).
Crumbling walls: Whenever a wall section is destroyed follow these steps:
1. Roll a dice for every model on the terrain or touching it with its base. On a 4+ they take a
wound, armour saves are taken as normal.
2. Remove the terrain piece it is now and area of difficult terrain. Place the models at the
same location they had up on the wall. When models would end up on top of each other
move them the minimum distance require to prevent this, while keeping unit coherency.
3. All unit that where in or on the terrain piece take a pinning test.
Defensive walls: these walls are designed to keep the enemy out. To scale these walls you will need a6 on your (run)move roll, starting in base to base with the wall before your move. However while the
defenders are on the wall this is still an impossible task. While there is a an defending model within
1" of the wall edge it cannot be taken. They would give no quarter The defenders would rain down
lethal barrages of shots and blows on the defenceless attackers. Monstrous creatures are too big to
pull themselves up the wall and will need to resort to other means of entry.
Combat: While within combat with the attackers on the wall, defenders will never have to
consolidate off the wall. The same counts for the attackers. They are still subject to the 1” rule so no
consolidating up the wall. They are holding their ground!
As seen in the diagram below the green sections would be an scalable area since no models are
within 1” of the edge of the wall edge.