Warhammer 40,000 Battlescape

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Aero Gamers' 40K Battlescape is a bi-weekly campaign for WH40K 7th Edition. Players' armies are represented on the map by maniples of different types. These maniples move around the map like 40K units might, except that when they collide, a tabletop WH40K battle ensues! Each maniple represents 400 points of 40K units. This allows us to fight battles as small as 400 points, or as large as 1600, 2000, or even 2400 points, depending on our collections.

Each player will have six (6) maniples of 400 points each. AG 40K Battlescape is a fight to the last man, humanoid or beast. Victory is determined by how far you further the goals of your overlords, aka Victory Points. VPs are generally gained by controlling map areas or destroying enemy units.

Game weeks begin on Tuesdays, so that Mondays can be part of the weekend...

Turn One: Planetfall
The mad scramble for 2936 Lyrae VII has left no time for planning. Players must assign units to their drop zones and begin launching wave one. Subsequent waves will have to be launched before the fate of the first waves can be fully known.
Tuesday:
Players will have 24 hours to assign types and landing zones to any or all of their six maniples. Maniples held in reserve must be launched on days two or three.
Wednesday:
Players have 24 hours to assign movement or assault orders to wave one maniples. Any or all reserve units may be assigned type and drop zone.
Thursday:
Players have 24 hours to assign movement or assault orders to wave one and two maniples. All reserve units must be assigned type and drop zone.
By the end of Thursday, players should be ready to fight! Players have until two weekends have passed to get in at least 1200 points of battles. There is no maximum: Battles earn VPs, but risk precious troops.
Subsequent Turns

Maniple Types

Each maniple represents 400 points on the tabletop.

Combined Arms
A Combined Arms maniple has no restrictions on unit selection other than those described in the 40k rules. This unit represents a combination of infantry, scouting, transport, artillery etc. that it becomes a self-contained army.
  • Move: 2
  • No codex restrictions.
Scouts
A maniple of scouts repesents the eyes of the army.
  • Move: 2
  • See: 4
  • A maniple of Scouts engaged in a tabletop battle must be represented in your army list by 400+ points of scouts.
Heavy
A Heavy maniple represents support units that don't often find their way onto the 40k tabletop. However, their disadvantages are outweighed by the benefits they grant, such as Anti-Air and Recon Drones.
  • Move: 2, but any move causes diusruption.
  • See: 2
  • AA: 2, The HQ provides anti-air protection to nearby units.
  • No codex restrictions.
Flyers
A maniple of flyers is a nightmare come true for your enemies.
  • Move: 8
  • See: 3
  • A maniple of Flyers engaged in a tabletop battle must be represented in your army list by 400+ points of flyers.
Infantry
A maniple of scouts repesents the eyes of the army.
  • Move: 2
  • See: 2
  • Hard to Eradicate: A maniple of infantry may suffer two doses of disruption before being destroyed.
  • A maniple of Infantry engaged in a tabletop battle must be represented in your army list by 400+ points of infantry.
Vehicles
A maniple of Vehicles repesents a task force with enhanced mechanized mobility.
  • Move: 4
  • See: 2
  • A maniple of Vehicles engaged in a tabletop battle must be represented in your army list by 400+ points of vehicles, their passengers or cargo.
Infiltrators
Infiltrators slip a dagger unseen into the enemy's soft underbelly.
  • Move: 2
  • See: 2
  • See, but don't be seen.
  • A maniple of Infiltrators engaged in a tabletop battle must be represented in your army list by 400+ points of infiltrators.