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Wiki: Dawn of War

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Bench Fighting with Warhammer 40K and Warhammer Fantasy

Bench Fighting is, similar to fantasy football and bench racing, where you compete with other players using points and scores. You can build up your Warhammer on paper and duke it out with dice. No miniature models are needed.

What You Need?

You need the army list for you army so that you can build up your squads and determine points for war.

You will need an one hundred-sided die. You can emulate an a hundred sided die with two ten-sided dice. Or just use an online dice rolling program, like Cyno's Dice.

Battle

Each Bench Fighting battle consists of ten skirmishes. The winner is the player that wins the most skirmishes. Before starting the game, have all players agree to the maximum army points each player is allowed for the entire battle. Each player is responsible to decide how to allocate points for each skirmish out of the player's maximum army points.

Preparing for a Skirmish

Each player builds up an army using the rules specified in the army list. Write down the squad details and the points necessary to put together each squad. Add up all of the points spent on this skirmish. Subtract the points from the maximum army points.

Now, split your army into four groups--main force, left flank, right flank, and forward scout--that represents the placement on the battle field.

Constraints

  1. Main force is the only position that requires at least one unit. Every other position is optional.

    Skirmish

    When all players have finished preparing for the skirmish, it is time to fight it out on the bench. The skirmish is divided into four stages, one stage for each position. The first stage defines the winner of the forward scout position. The second and third stage defines the winner of left and right flank, respectively. Finally, the last stage decides the winner of the main force assault, which determines the winner of the skirmish.

    Forward Scout Reconnaissance

    The battle of the scouts helps the victor survey the flank position of the enemy. It provides information which gives the victor one "Fast Attack" action on the flanks.

    To determine the victor, reveal the Forward Scouts of all players. Resolve the encounter as defined in the "Combat" section later. The winner of this stage gets a sneak peak of the losing player's left and right flank. The winner can reassign "survivors" to the left flank or the right flank with the "First Strike" ability.

    If no players have squads in the Forward Scout position, then there is no winner in this stage. If only one player has Forward Scout, then that player is the winner of this stage.

    Combat

    In combat all units moves at the same time, which means units aren't removed from action until all actions have occurred.

    Each squad gets one attack per combat round but can defend as many time as necessary. The attacking squad picks the enemy squad to attack. The points difference, between the attacking and defending squads, divided by ten (rounded down) is the bonus/penalty applied to the attacker's roll.

    The attacker and defender each roll an one hundred sided die. Winner is the higher roll after bonus/penalty is applied. Roll of a natural 1 is an automatic loss, while roll of a natural 100 is an automatic win. If the attacker and defender got the same number, they must re-roll.

    Combat round continues until all squads have attacked. The losing defending squads are eliminated at the end of the round. A new combat round begins unless only one side is left. The one side left is the victor of the stage. If all sides are eliminated, then there is no victor.

    Survivors

    The winner of a stage has survivors out of the squads that are standing. The amount of survivors is the lesser of the following:

    • Points of the standing squads.
    • Points difference between the winner and the player next highest point.

    The winner salvages the standing squads using the resulting points. Any squad members that could not be salvaged represents casualties or deserters of war. Any unassigned points are lost.

    Left and Right Flank

    The strategy of the flanks is to surprise and outmaneuver the enemy. On the physical battlefield, player A's left flank meets player B's right flank. However, to keep all players on the same page, especially in a multiplayer skirmish, left flank meets left flank and right flank meets right flank.

    To determine the victor, reveal the flank squads of all players. Resolve the encounter, of each flank separately, as defined in the "Combat" section. The winner(s) of each flank can reassign "survivors" to the main force with "Rear Strike" ability.

    If no players have squads in the flank position, then there is no winner in this stage. If only one player has flank squads, then that player is the winner of this stage.

    First Strike

    First strike ability gives one squad in the winning reconnaissance team the ability to knock out one squad on the enemy side before the combat round starts in a later stage. The attacking and defending roll is determined in the same way as defined in the combat section. However, if the attacker wins in the first strike round, the defender is removed immediately.

    Main Fight

    The main fight is the most important stage. In this stage, we determine the winner of the skirmish.

    To determine the victor, reveal the main force of all players. Resolve the encounter as defined in the "Combat" section later. The winner can reassign "survivors" to a future skirmish. The surviving squads must be filled, based on the army list, to be a complete squad, using points from the remaining maximum army points. Otherwise, they can't be used.

    Rear Strike

    Rear strike gives the surviving flanking squads advantage in bewildering the enemy. All defenders to rear strike attacks receive -10 penalty on die roll.

    Aftermath

    After casualties and victor is determined from the main fight stage, it is time to prepare for the next skirmish. Repeat the game at "Preparing for a Skirmish" until the players have fought ten rounds of skirmishes. The overall winner is the player that has won the most skirmishes.

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