Post by Lord General Armstrong on Oct 25, 2012 20:32:19 GMT -5
Overview: Welcome to Rush, Teams are split into Attackers, who must destroy a series of bastions in order to advance, and Defenders, who must halt the attackers at all costs. The objective of this game mode is to destroy each Bastion with an explosive charge or weapons fire.
If the charge is placed, the Defenders of it must quickly react having 1 game turn before detonation. They must get a single model from their troops selection within 1 inch of the armed bastion, this cannot be a vehicle, monstrous creature, flyer, bike or cavalry.
Once both objectives are destroyed at a base, players move up to another base to attack another pair of objectives, after some time for the Defenders to fall back. There can be a different number of bases depending on the map, with at least three sets of Bastions per map and as many as five. Once all objectives have been destroyed, or all the attacker's forces have been destroyed, the game ends.
Attackers:
- The attackers always start with a points advantage equal to half of the nominated games points limit.
- With each successive base destroyed they get an immediate reinforcement to be deployed in their progressive deployment zone. This reinforcement is equal to one quarter of the nominated games points limit. This does not include the additional points given at the start of the game.
Defenders:
- May deploy their Bastions anywhere within their deployment zone.
- With each base lost they get an active reserve to be deployed in their progressive deployment zone. These reserves are equal to half of the nominated games points limit. Any surviving units may also get a free redeployment and units that are locked in close combat must make a hit and run test. If passed they to can redeploy freely, if failed they remain locked in assault.
Progressive deployment zone:
- The game is played length ways starting from the board edge with the Attackers deployment extending 12inch from the edge. A 24inch no-mans land separating both Attacker and Defender. Finishing with a Defenders deployment zone of 12inch extending from that.
- After the first base is destroyed, the Defenders old deployment zone becomes the attackers. Representing the progression of the sectors gains. With a no mans land being redrawn and the Defenders new deployment extending from that.
If the charge is placed, the Defenders of it must quickly react having 1 game turn before detonation. They must get a single model from their troops selection within 1 inch of the armed bastion, this cannot be a vehicle, monstrous creature, flyer, bike or cavalry.
Once both objectives are destroyed at a base, players move up to another base to attack another pair of objectives, after some time for the Defenders to fall back. There can be a different number of bases depending on the map, with at least three sets of Bastions per map and as many as five. Once all objectives have been destroyed, or all the attacker's forces have been destroyed, the game ends.
Attackers:
- The attackers always start with a points advantage equal to half of the nominated games points limit.
- With each successive base destroyed they get an immediate reinforcement to be deployed in their progressive deployment zone. This reinforcement is equal to one quarter of the nominated games points limit. This does not include the additional points given at the start of the game.
Defenders:
- May deploy their Bastions anywhere within their deployment zone.
- With each base lost they get an active reserve to be deployed in their progressive deployment zone. These reserves are equal to half of the nominated games points limit. Any surviving units may also get a free redeployment and units that are locked in close combat must make a hit and run test. If passed they to can redeploy freely, if failed they remain locked in assault.
Progressive deployment zone:
- The game is played length ways starting from the board edge with the Attackers deployment extending 12inch from the edge. A 24inch no-mans land separating both Attacker and Defender. Finishing with a Defenders deployment zone of 12inch extending from that.
- After the first base is destroyed, the Defenders old deployment zone becomes the attackers. Representing the progression of the sectors gains. With a no mans land being redrawn and the Defenders new deployment extending from that.