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Western Front 1 rules pack – (Version 2)
1
WESTERN FRONT 1
Introduction
Western Front gaming as much a social experience as it is a hobby event, and is set up to
encourage player interaction, as well as to encourage you to explore the full extent of
Warhammer 40,000 and play games that you may not be able to under normal circumstances.
We will be giving you some challenging scenarios and tactical situations to consider across
the weekend, at the end of which we will be giving you your own personal After Action
Report, detailing how you did and who you fought against.
For this event, we will be making use new and exciting, so that you can truly experience what
a hellish business fighting a war in the far future can be. We will also be making use of some
Apocalypse level scenarios as well in order to give you the opportunity to use as much of your
collection as possible. We will also be making use of some special rules or game mechanics,
such as „Blips‟, but more on this later…
The Most Important Rule
EVERY player is required to read the Most Important Rule prior to event. This rule can be
found on page 2 of the Warhammer 40,000 rule book. It should be remembered at all times.
Requirements
Things that you need to prepare before the event:
Transportation to and from the event.
Some money to buy food and drinks for the Saturday evening get-together.
Sleeping arrangements. (If you do require help with this, please contact us)
You will need to bring all the things you need to play WH40K. Below is a list of items we
recommend that you bring along, but there may be others depending on your or your army‟s
requirements.
This rules pack. THIS IS IMPORTANT!
Rulebooks, codices, and any official publications that you are going to use
Templates, dice (including special ones) and a tape measure
Two copies of your Master Army List
Superglue (for repairs)
Registration
When you register, we will divide you up into one of two groups, Group A and Group B.
Group A will play the Apocalypse level games on the Saturday, while group B will take part
in the other scenario games we have on offer. On Sunday, the groups swap round, so that
Group B will be playing Apocalypse and vice versa. The only exception to this is Saturday
Western Front 1 rules pack – (Version 2)
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evening, where we will be giving you access to the gaming tables to play any type of game
you wish, as well as to have the chance for a bit of social gaming.
The admin team may change this set up at short notice prior to the event, due to numbers and
logistics. But irrespective of what happens, you will get to play your games!
Permitted Armies
The Western Front 1 allows you to make use of a wider range of source material for the
games you will play. Only the material mentioned on the list below will be used for this event.
However, as the point is to have fun with Warhammer 40,000, if you feel that there‟s
something we should allow but is currently missing, then you must contact us first in order to
discuss it.
Cities of Death
Codex: Black Templars
Codex: Blood Angels
Codex: Chaos Daemons
Codex: Chaos Space Marines
Codex: Grey Knights
Codex: Dark Angels
Codex: Dark Eldar
Codex: Eldar
Codex: Imperial Guard
Codex: Necrons
Codex: Orks
Codex: Space Marines
Codex: Space Wolves
Codex: Tau Empire
Codex: Tyranids
Codex: Witch Hunters
Imperial Armour Vol: 1-10
Imperial Armour Apocalypse*
GW Online: Errata for Codex‟s
Warhammer 40,000 Apocalypse*
GW Online: Apocalypse datasheets*
*Are used in the Master Army of 3000 points only. Any official rules published at least one
calendar month before the event is held may be used and these will supersede any related lists
printed prior to them.
Army construction and the Army Roster
This event will put you into some testing situations where you will need to have an army that
can be broken down into smaller components to suit the differing tactical conditions of battle
you will face across the weekend. When you arrive at the event you must bring…
…a Master Army list that shows all of your units, their points costs and any special
equipment that your units will be equipped with. This is composed of a main army of
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3,000 points with a tactical reserve of 500 points. This reserve may be used to change
the composition of some of the different lists that you must supply for some of the
games.
…the means to create fresh army lists as the scenario requires you to. You will have
plenty of time during the event to write out new lists for each of the scenarios you will
be involved in, especially as some of them will be determined randomly by the players
before the game starts! Unit cards are an excellent way of dealing with this. A
template is included in this rules pack.
Flexibility is the key when choosing your army for this event; some of the scenarios, Special
Rules and Secret Missions will really challenge how you play the game, so please bear this in
mind when picking your forces.
In addition, the following restrictions must be adhered to:
Only the armies detailed in the “Permitted Armies” section may be used
All of your lists must use the standard force organization chart where appropriate.
Anything requiring „opponents consent‟ may be considered as given for this event.
You may include up to 1/3 of your army as Allied forces; they must have an HQ unit
to lead them as well as one Troops choice before you can add other units. You may do
this for all of your army lists for each of the scenarios. Please follow the Allies Matrix
table for exactly who can go with whom.
You may use any of the Apocalypse Data Sheets currently available from the sources
named in the Permitted Armies section for this list only.
The Smaller Forces must use complete units from the Master Army. Units from Battle
Formations in your Master Army may be used individually in your Smaller Forces, as
long as they are complete units.
A Forgeworld model or unit that appears in both an Imperial Armour Book and an
Apocalypse Book will only use the Apocalypse version of the rules for the Apocalypse
game.
Special characters from army books may be used, subject to the restrictions detailed in
their army book.
Super Heavy Vehicles and Gargantuan Creatures (or indeed anything with Structure
Points) may only be used in the Master Army for the Apocalypse scenarios.
The „Warm-Up‟ period
At the start of each battle you should use 5 to 10 minutes as a „Warm-Up‟ period. During this
time you should:
Swap army rosters with the opponent.
Discuss the table and the terrain on it (what effect will it have on lines of sight,
movement and the battle in general).
Clear up any potential rules problems that might occur during the game.
Discuss special rules and conditions for victory that apply to the scenario.
Western Front 1 rules pack – (Version 2)
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Ask questions about your opponent‟s army and the special rules that apply to it.
We advise everybody to be at the table in good time for each game and make the most of it.
Who plays who?
As this is a much more informal event we are not too worried about who you play against. If
you find you have been matched against somebody who you have travelled to the event with,
or somebody you have already played against, then you are welcome to ask other players if
they‟d like to swap places. Match ups will be determined by the Administration to ensure that
wherever possible you will face suitable opponents. We will publish match ups after the first
game, doing our best to ensure that you do not play the same person twice.
Schedule
Western Front gaming has to be run to a moderately strict time schedule. Please respect it, as
any delays that you make or cause will affect other players‟ enjoyment of the event.
Play must start at the time specific on the schedule on each day.
Play must finish at the time specified on the schedule on each day.
You may not take any games over to the Sunday from Saturday.
Rules questions & sportsmanship
To assist the good atmosphere at our events and to prevent endless debates we use the
following system for resolving rules problems. If you are unsure about a rule you should look
it up in the relevant rulebook or codex. In most cases, referring back to the rulebook should
solve any uncertainties you might have.
If you are still unsure about what to do, or you simply cannot agree on a solution with
your opponent either:
Roll a dice to decide who is right in this particular instance. 1-3 Player A, 4-6 Player
B.
Call over an event referee, who will either show you the relevant rule in the rulebook
or roll a dice as above.
Almost every problem will be solved using the method above, but if a participant is found to
be violating Titan‟s code of conduct or is behaving irresponsibly we use a warning system:
Yellow Card – This is the first warning. Recipients will be warned about their behavior
and advised to calm down. A second Yellow Card will count as a red card.
Red card – If recipients don‟t adjust their attitude and behavior at once they will be
asked to leave the event.
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This all sounds fairly serious. Fortunately we have never had to send someone away from our
events and we hope we never have to. However, if the need arises, we will gladly dismiss a
particularly obnoxious player rather than have him or her spoil the fun for everyone else.
Interference
Only you and your opponent play the battles together. This means that friends and onlookers
who finish their games early must not interfere or be involved in the game in any way,
keeping out of the way of the players and keeping the noise down. Interfering with a battle
that is not your own will be considered a Yellow Card offence and any interference should be
reported to a referee. Interference with the referees‟ tasks is also considered a Yellow Card
offence.
In order to keep interference to a minimum, we have a “Green Room”. You are encouraged to
remove yourself to the “Green Room” upon completion and registration of your game. This
not only makes the other players‟ games easier, it also make the tournament staff‟s job easier
in seeing who is still playing keeping an eye on games in general.
Painted armies
We want everybody who participates in Western Front 1 to have an army that has been
painted to a minimum standard of three colours and a base. We believe that it is important that
in our events, the games that we play are better games if everything is painted, and the level
of enjoyment is increased for all parties. That said, it is perfectly acceptable for players to
bring armies that have been painted by other people.
If you bring an army that has been painted by your good self, then you will be eligible to take
part in the nominations for the best painted army in WF1.
In order to determine the person who has the best painted army at WF8, there will be a
preliminary nomination round. During this, all players will be able to put an army on display,
and everybody will have a chance to vote for the best armies that they think deserve to go to
the final round of voting.
The winners of this round will then be taken to a second round of voting. This is the final
vote.
Again, all players will be asked to vote for their favourite army on display. The army that
receives the most number of votes in the final round is declared the “Best Painted” army in
the event.
Clutter
We also believe that a game is made more enjoyable if the playing area and the table is free of
things that shouldn‟t be there. Please try to keep the playing area clear of excess „clutter‟.
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Larger games mean more things required to carry them to and from the event, so please be
aware of your surroundings, where your stuff is and where other people are in relation to it.
Recording results
Some of the games you will be playing will have a set scenario, after which you will need to
record the outcome of on your Results Card. Please hand them in as soon as possible after
finishing your event. Please note that if you are wish to play additional games across the
weekend, then these will not count towards your Battle Report.
Team alliances
Each Army may ally with only the races shown on the Alliances chart below. Simply cross-
reference the races you wish to ally with. The following notations represent:
B = Battle Brothers – Same race, so no problems
T = Trusted Allies – no special rules, alliance is permitted.
D = Distrustful Allies – permitted, but allied units and characters within 6” of each other
suffer a -1 Leadership penalty (after other modifiers).
X = Disallowed – cannot ally under any circumstances.
ALLIES
MATRIX
Spa
ce M
arin
es
Impe
rial
Gua
rd
Eld
ar
Tau
Tyr
anid
s
Cha
os M
arin
es
Dar
k E
ldar
Ork
s
Witc
h H
unte
rs
Dae
mon
Hun
ters
Nec
rons
Dar
k A
ngel
s
Blo
od A
ngel
s
Spa
ce W
olve
s
Bla
ck T
empl
ars
Cha
os D
aem
ons
Space Marines B T X X X X X X T T X T T T T X
Imperial Guard T B D T X T X D T T X T T T T T
Eldar X D B D X X D X X X X X X X X X
Tau X T D B X X X X D D X X X X X X
Tyranids X X X X B X X X X X X X X X X X
Chaos Marines X T X X X B D D X X X X X X X T
Dark Eldar X X D X X X B D X X X X X X X X
Orks X D X X X D D B X X X X X X X X
Witch Hunters T T X D X X X X B T X T T T T X
Daemon Hunters T T X D X X X X T B X T T T T X
Necrons X X X X X X X X X X B X X X X X
Dark Angels T T X X X X X X T T X B T D T X
Blood Angels T T X X X X X X T T X T B T T X
Space Wolves T T X X X X X X T T X D T B T X
Black Templars T T X X X X X X T T X T T T B X
Chaos Daemons X X X X X t X X X X X X X X X B
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Games on the Western Front
The scenarios for the Western Front will be made available in good time. However at the time
of writing, they are not finished. But there will be demanding, varied, and entertaining
scenarios for everybody to play! The scenarios will be published as soon as they are available.
There are however, some special rules available already, so that you can get a taste of what is
to come…
Special rules: The fog of war
We have included some special rules to add a bit of spice and flavor to your games over the
course of the weekend. These are here to challenge you with added twists that will affect both
parties equally, as well as to provide an element of realism to the games. For each game that
you play, each of you should simply roll on the table below in order to see which Special
Rules are in effect (not in the Apocalypse game)
D6 Force Disposition
1 Blips
2-3 Jamming
4-5 Random Force Disposition
6 Minefields
In order to represent some of the rules in play, you will need to bring down some suitable
markers to represent them; unless a specific template size is mentioned, something the size of
a 40mm round base will be fine. For the hobby monsters amongst you, this is a perfect
opportunity to model some great looking markers for the scenarios they‟ll be used in.
Blips
As a way of reflecting the confusion of the battlefield, either due to the weather, electronic
countermeasures or even some powerful psychic interference, Blip tokens will be used to
baffle and confuse your enemy and give a sense of the „Fog of War‟ that accompanies mass
battles in the 41st millennium.
All of your units must use one of the blip token templates to represent itself on the battlefield
during set up. Simply write what the unit is on the token, and then keep this face down on the
table until it‟s revealed. Blip tokens can be moved just like the unit they represent and may
only be revealed:
If the unit opens fire on the enemy.
If enemy troops are within 4D6” (rolled for at the start of each round).
They are revealed by wargear or abilities such as Auspexes.
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Once the unit has been revealed, replace the Blip with model or models it represents.
Additionally, you may also put an additional D6 Blip Tokens into play to act as decoys, and to
further confuse and befuddle your enemy. They are treated in exactly the same way as „live‟
units.
Jamming
Electronic countermeasures, mystical incantations or even the actions of a powerful psyker
can have strange effects on any electronic device used in the war zone. As many armies rely
heavily on their sophisticated sensor arrays in order to communicate, target or detect enemy
units, any interference with these elements of command and control can be catastrophic. To
represent this on the battle field, you may place up to four Jamming Device Counters
anywhere in your Deployment Zone. They will have the following effects:
Teleport homers, Chaos icons or any similar pieces of wargear that prevent deep strike
scatter do not function within 12” of a Jamming Device.
All models within 12” incur a -1 penalty to their Leadership as communications
between squads is disrupted.
All vehicles count as obscured targets to any weapons targeting them from more than
12” away.
Random force disposition
No plan ever survives contact with the enemy; there are always unforeseen circumstances that
have an impact on the logistics and disposition of troops within a given army. To represent
this annoying factor in the Fog of War, we have introduced a simple mechanic to allow you to
determine how your army has been affected and what size force you will be able to field in a
given scenario.
At the start of the game, you and your opponent must check to see how many points to
use for the scenario at hand. The minimum size army you can use is 1,000 points and
the maximum being 2,000 points. Then each player bids how many points to use in the
scenario (up to a maximum of 2,250 points). The bids should be blind and without
conferring with your opponent.
You must both then roll 2D6; for every point above 7, you may add 100 points to your
maximum army size. For every point below 7, you must deduct 100 points from your
maximum army size.
If you put forward the lowest size army, you may add +1 to your dice roll to determine
who starts the scenario.
Minefields
The surface of the battlefield has been sown with numerous hidden explosive devices. Set off
by the proximity of passing units, they can be equally affected by friend and foe alike.
Devices will explode at the slightest pressure, showering those nearby with debris and
shrapnel.
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At the start of every turn you must both place 1D6 large blast markers anywhere on
the battlefield.
Roll the scatter dice and 3D6 to determine a hit or scatter.
Any models under the template when it comes to rest are hit by expanding shockwave
of shrapnel and debris, and must take a Strength 3 AP 4 hit. Cover saves are allowed
for any models caught in the blast. Vehicles caught in a mine blast will suffer an
automatic glancing hit with a -1 penalty to the roll on the vehicle damage chart.
When this is done, place a suitable marker in the same location - the owning player
then moves his squad to the side of the marker in any direction he wishes.
If no models are under the template, simply place a suitable marker in that area. If the
template scatters off the table then nothing happens.
At the start of the next turn, all the markers are removed from the previous turn and
placed again as per the rules.
Who wins the event?
Did you enjoy yourself? Did your opponents enjoy themselves? If the answer to both of those
questions is aloud YES then you have indeed won the event. Congratulations! This event is
not about finding a grand champion who achieves victory by any means; it‟s about exploring
the wider possibilities of Warhammer 40,000. We do appreciate that your victories and your
defeats provide numerous memories and talking points for weeks, months or even years to
come. With that in mind it is our intention to produce a record of your gaming success for you
to keep as a reminder of your weekend.
After each game you must record the result of the game (Win, Lose or Draw), and the number
of Victory Points (where appropriate - the only exception to this is the Apocalypse games you
will be playing in) that both you and your opponent scored. Please record victory points
earned even in games where this is not required by the scenario in order to determine who
wins some of the awards we will be giving out.
Awards
The award ceremony will take place as soon as possible after the conclusion of the final game.
We urge all players to stay for the awards ceremony if they possibly can, so that they can
cheer the winners and commiserate with the losers! As well as the record of gaming we will
be handing out a few awards at this event, including:
Bloodiest Game – most Victory Points scored by both players in one game.
The Kharn the Betrayer Award – most Victory Points scored, or the player with the
greatest margin of victory over the weekend.
Closest Run Thing – the smallest victory points difference between both players in
one game.
Biggest Victory – the player with the largest points margin over their opponent in a
single game.
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The Colonel Schaeffer Award – the player who gave away the most cumulative
victory points over the course of the weekend
Best Army Award – for the winner of the Painting Competition
The Titan Award – This is a discretionary title bestowed by the Referees on the
player they consider to have demonstrated sportsmanship above and beyond the
generally high expectations of all gamers. Please be aware, however, that not every
event will reveal someone worthy of this high accolade and it will not be awarded
lightly!
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Scenarios
Drop–site massacre (1000p battle)
Your army makes planet fall, only to find out that the enemy has chosen the same location as a drop-
site. You have little time... Save as much of your own supplies as you can, while you fight off your
enemies. You might even get the chance to loot your enemy`s supplies as well..
Objectives
Set up D3+2 objective markers before either side deploys or rolls for deployment area. Roll to see who
sets out the first objective, then alternate until all markers are deployed. Objectives may be set up
anywhere on the table more than 12” from a table edge or another objective.
Deployment
Split the table into four quarters and roll-off to see which player picks the quarter they will deploy in.
The opposing player deploys in the opposite table quarter. The player that picked the quarter deploys
first. He must deploy two troops units and one HQ unit in his deployment area. The enemy does
likewise.
Reserves
Any units not initially deployed on the table must be placed in reserve.
First turn
Roll-off to see who goes first. All the normal rules apply.
Game length
The player who rolled the lowest for first turn, rolls a die at the end of game turn 5. On a 1-2 the game
ends immediately. And on a 3 or more the game continues. If the game continues, the same player
rolls a die again at the end of the 6th game turn. The game ends immediately on a roll of 1-3. On a roll
of 4+ the game continues, but ends automatically after the 7th turn.
Victory conditions
At the end of the game the player that has collected the most “drop-site loot or salvage points” wins
the battle (see the rules below).
Special rules
“Drop-site loot and salvage points”: Your army must rescue as much of the drop-site supplies, and loot
all it can from the enemy. The window is only open for a short while, as the invading forces are
making planet fall. This is represented by collecting drop-site loot and salvage points”. Each player
collects ONE “drop-site loot or salvage point” at the end of their opponent`s turn for EACH objective
marker that has one of their units touching it. This only counts as long as the unit is neither falling
back or engaged in close combat. Note that you collect points in your opponent`s turn rather than your
own.
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“What are we fighting over, again?” (1500p battle)
In the thick of battle, your lieutenants ask over the comms: “Sir, what are we fighting over, again?”
The reply is littered with static, and only portions of the information comes through, due to massive
feed-back from the enemy`s disruption beamers. All that gets through are some obscure words about
something very important that both armies are looking for. This, whatever it is, must be found, and
most important of all, must not fall into enemy hands. “So, the mission is to find.. Something… Sir..?”
There is no answer. Your lieutenants must get to it!
Objectives
Note down the numbers 1, 2, 3, 4, 5 and 6 on six small pieces of paper and fold them! Mix them
around in your hands. Before either side deploys or rolls for deployment area, roll-off to see who sets
out the first marker (piece of paper). Then alternate until all markers are deployed. Markers may be set
up anywhere on the table more than 12” from a table edge or another objective.
Then roll a die! The number marks “what you are fighting over”! Get to it, before the enemy does!
Deployment
This is a “pitched battle”. The table is divided into two halves, by drawing an imaginary line through
the middle of the short table edges. Deployment areas should be no less than 12” away from the
table`s middle line (the long table edges will be the “deployment zones”). Roll-off to see who decides
to go first or second. The one who goes first then chooses deployment zone, and deploys ANY of his
forces. The opponent does likewise. Then, deploy any infiltrators and/or make any scout moves.
Reserves
Both sides may place ANY units in reserve.
First turn
Roll-off to see who goes first. All the normal rules apply.
Game length
The player who set up last rolls a die at the end of game turn 5. On a 1-2 the game ends immediately.
And on a 3 or more the game continues. If the game continues, the same player rolls a die again at the
end of the 6th game turn. The game ends immediately on a roll of 1-3. On a roll of 4+ the game
continues, but ends automatically after the 7th turn.
Victory conditions
At the end of the game the player that controls the “whatever we are fighting over”- marker wins the
battle. Nothing else matters.
Special rules
“Whatever we are fighting over”-marker: Any non-vehicle unit can claim this marker by simply
moving into contact with it in the MOVEMENT PHASE. Put the marker on the unit`s base so that all
are clear of its location. Note that it must be the marker with the appropriate number (it can be any of
the markers)!
This marker falls to the ground if the claiming unit ever falls back or is removed from play. Simply put
the marker where the unit started its fall-back move, or where it was removed from play. Other units
may then claim it by moving into contact with it as normal.
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Scorched Earth (2000p battle)
Your army is in the midst of a desperate battle where both sides have turned to the last resort;
Scorched earth… Your forces burn out all that is left on the battlefield. The enemy does likewise. If the
two factions fighting can`t claim this piece of land, then no one else shall either..
Objectives
Set up D3+2 objective markers before either side deploys or rolls for deployment area. Roll to see who
sets out the first objective, then alternate until all markers are deployed. Objectives may be set up
anywhere on the table more than 12” from a table edge or another objective.
Deployment
Split the table into four quarters and roll-off to see which player picks the quarter they will deploy in.
The opposing player deploys in the opposite table quarter. The player that picked the quarter deploys
first. He may deploy any number of units anywhere in his deployment area that is more than 9” from
the centre point of the table. The opposing player does likewise.
Reserves
Both sides may place ANY units in reserve.
First turn
Roll-off to see who goes first. All the normal rules apply.
Game length
The player who rolled the lowest for first turn, rolls a die at the end of game turn 5. On a 1-2 the game
ends immediately. And on a 3 or more the game continues. If the game continues, the same player
rolls a die again at the end of the 6th game turn. The game ends immediately on a roll of 1-3. On a roll
of 4+ the game continues, but ends automatically after the 7th turn.
Victory conditions
At the end of the game the player that controls the most objectives wins the battle.
Special rules
“Burn all that is left”: ALL pieces of area terrain are either on fire or a smoking ruin. There should be
no less than six pieces of area terrain on the table. Before either side deploys roll a D6 for each piece
of area terrain and refer to the following table:
1-3 Burning inferno: The area counts as dangerous terrain.
4-5 Burnt out and smoking remains: Add +1 to the cover save of any unit in the terrain.
NOTE: Both results on the table BLOCKS any line of sight that is drawn across and beyond the area
terrain.
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The Apocalypse Mission
The Apocalypse Mission at Western Front will be played as described in the Apocalypse rulebook
with the following changes.
POINT 3:
The deployment zones will be different. Instead of the convoluted method described in the rulebook,
the players will draw a line from one corner of the table to the opposite one. They should then measure
6 inches to each side of the line, creating a 12 inch wide “No-man‟s land” between them, as usual.
This is to give both sides an equal deployment zone.
POINT 9:
The way scoring units will work is different from the normal WH40K battle. Indtead of only Troop
choices counting as scoring units, all Infantry, Jump Infantry, Bikes, Jet Bikes, Beast/cavalry, Artillery
units and Monstrous Creatures that are 50% or more of their starting models or wounds count as
scoring. Vehicles can also score, as ling as they are not immobilized. Note that this applies to
Gargantuan Creatures ans Super Heavy Vehicles who have to be over half strength and not completely
immobile to score as wll. Units that never score are vehicles bought as dedicated transports,
independent characters and models and units that have special rules preventing them from ever beings
scoring. This includes units such as Blood Angel Death Company., Tyranid Mycetic Spores and all
Swarms. There is no way to contest an objective in the Apocalypse game. If there are two units from
opposite sides, both claining an objective at the end of the game, you will follow the Apocalypse
rulebook.
Note: All Land Raiders can still score, even if they are bought as dedicated transports.
On datasheets and Formations:
All datasheets and formations published by GW are allowed in this battle. This includes FW
publications, WD exclusive and datasheets and formations found on the GW website. We are also
open for players to create their own Super Heavy vehicles and formations and use them at the event. If
you want to do this, then please submit your sheet to the organizers. This is to check that players
haven‟t got OTT. A hot tip if anybody wants to make their own Super Heavy or Formation, is that is is
better to add 50 points extra, than to make it undercosted…
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WS BS S T W I A Ld Sv
Unit Points
Composition:
Unit Type:
Wargear:
Special Rules:
WS BS S T W I A Ld Sv
Unit Points
Composition:
Unit Type:
Wargear:
Special Rules:
Western Front 1 rules pack – (Version 2)
16
WS BS F S A I A
Special Rules:
Unit Type:
Wargear:
Unit Points
Composition:
WS BS F S A I A
Special Rules:
Unit Type:
Wargear:
Unit Points
Composition: