Author Topic: Chronopia Death Match Rules  (Read 4120 times)

Offline Firstborn

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Chronopia Death Match Rules
« on: October 20, 2005, 06:57:06 AM »
Hello Folks,

I wanted to share these optional rules that I have been enjoying. They were originally devised by
Shaun Mather, but I have modified them for 2nd Edition.

I have found them to be very tactical, and to provide just as much excitement as a 1,000 point game.
You will only need between 6-12 models for each side, however you will need great courage and nerves
of steel.

1. Battlefield is 24"x24". Opposing forces start
on opposite edges within 6".

2. Each side has 300 pts. to spend on troops. You are allowed
only one individual/leader; the rest of the troops are made from the
regular troop lists. Troops may be taken from any of the troop lists
from one of the races, and in any number.
Players still have a variety of troops to play, but without
taking an overwhelming force of individuals. Examples: ORC- Kutara
Lancer, 2 archers and 2 assault warriors. ELVES- Swordsman Leader, 4
Swordsmen, 4 Archers, 1 axeman and 1 Lotus Guard. DWARVES- Keeper(Dark
Tusk Clan), 2 Blood-Bone axemen, 2 Vulture X-bowmen, 1 Dark Star
Warrior, 1 Dark Axe Warrior. ELVES- Axeman Leader, 2 Axemen, 3
Spearmen and 5 Swordsmen.

3. All troops are considered individuals for the Deathmatch.
Alternate movement / actions between players as each troop was an
individual. There is no squad coherency or panic checks from friendly
troop casualties.
This allows for having a variety of troop forces in your army
without having to buy whole squads... which is great for new players
to learn the different troop types and not have to wait between
turns for his opponent to move entire warbands.

4. On your turn you may activate ANY UN-activated model,
friendly or enemy!

5. Each troop is represented with a blind deployment card. Each army
gets two false leads.

Set Up: Both roll initiative, lowest roll starts (modified by whoever has the best LD value)
chooses who will place one deployment card within 6" of their side. Alternate setting deployment
cards until all are set. Roll initiative to start match... play to the death.

Notes: All the Deathmatch games I have played have been extremely
tense, sometimes down to the last initiative roll; the last attack.

The variety of troops this allows you to use is fantastic, you will
find yourself experimenting with them to get just the right mix and
hope it works.

« Last Edit: October 20, 2005, 07:43:32 AM by Firstborn »
Chronopia - The best fantasy miniature wargame ever made

Offline joshuaslater

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Re: Chronopia Death Match Rules
« Reply #1 on: October 20, 2005, 07:24:06 AM »
THANKS!  That really sounds fun.  I'll be printin' a copy. 
May the Dark Lords of Lead-Free Pewter smile kindly upon you.

Homebase: Philadelphia, PA

Offline Coil

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Re: Chronopia Death Match Rules
« Reply #2 on: October 21, 2005, 10:31:52 AM »
I've played some games with the Deathmatch rules back when Shaun posted them and it's a really fun variant of the game.

Try it you'll like it. :D