One of the things I've been toying with is the idea of guardsmen defending a strongpoint to the last. Not really original I know. But with a few rule modifications and whatnot, I could see this being really cool.
The biggest rule changes here are in deployment, and in falling back. All of the defenders deploy in the center of a massive board, the floor is really your best bet here. and the defenses should be multi-tiered. Meaning outer wall, inner wall, and keep. Defenders must deploy within the outer wall, no exceptions, no deepstrike, no reserve, no outflank, no scouts, this is it. The enemy may deploy as normal, but infiltrators must be in cover, no matter what, representing them having moved out under the cover of the previous night.
Now for the doozy, falling back. Instead of the normal rules, all units fall back to the next level, and to make it more useful, any defenders who are in close combat may choose to fall back, but they do have to endure one round of CC as per the hit and run special rule. Once a unit has reached the keep (the final wall), they not only become fearless, and gain the counter attack special rule, but count as having scored one extra wound in closecombat, but only for combat resolution. This may stack with the same rule for the Imperial Guard or any other banners, for a max of an extra 2 wounds in combat resolution.
Sound crazy? it should.
So in this world of defenders with special rules, what do the attackers get? well, for starters, they may deploy from any side they choose, how big the board is, is up to you, if you really can't come to a conclusion about 3 feet from the outerwall at any point is a fine marker for the deployment zone.
Also you may give up to three units grapnel hooks, so they may treat the walls as difficult terrain, instead of impassable. The unit you give these to may roll 3 d6 for scaling the wall, as they have been preparing for this moment. Other units may climb the wall after them, so leave a marker in the general area they climbed over the walls. The units climbing after them must treat it as difficult terrain also, and do not get the extra d6.
The attackers may use the special siege towers, up to three, and these siege towers, ideally, are just towers on tank treads, which also act as transports. They are free, have no guns, but may transport up to three units for a total of 25 infantry and allow your units to disembark over the walls. their armor is 12 in front and sides, 8 in rear. Attacking infantry inside may assault the turn they disembark. And the siege towers don't count as killpoints, and in the force organization chart they count as dedicated transports.
Once the attackers breach the outer wall, they smell victory and for that turn have the furious charge rule, and for the remainder of the battle, the counter attack special rule.
Now you can assign armor values to the walls and whatnot, use your imagination, the walls I have are decent, but they don't look impenetrable, so I give them a value of 13.
If your defenders and attackers are even in points, ideally the defenders should have fewer points, by about 15 to 25%, but if they are even consider giving the attackers preliminary bombardment, which gives them D3 large blast templates, fired at BS 2 and still scatter 2d6 on a direct hit, and 3d6 on a scatter
Well thats it for rules, keep in mind this is in no way a super competitive match, but instead the telling of an epic story, and should be played in good fun on a slow afternoon. If you have the models, and hell even if you don't look in the apocalypse rulebook for some extra oomph rules wise. as long as everyone's happy and enjoying the narrative, that's what matters.
No get out there! and man those walls!
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