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A lot of the grumping about the current edition is about the Force Organisation Chart (FOC), and rightly so!  There a have been a couple of attempts to make it easier to navigate by various community members with SynapsEase being more successful at it than me!

 

My idea behind these Rites of War (RoW) is that they throw the FOC out and replace it with a more restrictive but easier to navigate force selection designed for 2k-3k point games.

 

Orbital Assault

 

Restrictions & Benefits

FOC:  All units must be able to Deep Strike, have the Flyer special rule, or start in a Transport able to Deep Strike but half of your Drop Pods (rounding down) are free.  You cannot take more Drop Pods than Squads that can deploy in them.  Termite carriers are not allowed.  

Deployment:  Your opponent always deploys first.  Then you Deep Strike half of your Drop Pod and Antigrav units.  Then they deploy their Infiltrator units and make Scout moves.  You may not deploy any Infiltrator units or make any Scout moves.  

Reserves:  On the start of your First Turn, for every Unit in reserves and on a 6 they enter the battlefield.  On the start of your Second Turn, roll for every Unit in reserves and on a 4+ they enter the battlefield.  On the start of your Third Turn, roll for every Unit in reserves and on a 2+ they enter the battlefield.  On the start of your Fourth Turn the remainder of your Units enter the battlefield.  

 

FOC

0-1 High Command

1-3 Command (0-1 Prime)

0-3 Retinue/Elite

0-2 War Engines

0+ Troops (0-2 Prime)

0-4 Support

0-4 Heavy Assault

0-2 Recon

0+ Fast Attack

0+ Transports (Drop Pods only)

0+ Heavy Transports

0-1 Lord of War

0-1 Warlord

No Armour

 

Notes:  This hopefully combines the old Angel's Wrath and Drop Pod Assault lists into one simple list.  Half of the Drop Pods are free as half of them (roughly) will be put on the table during the deployment phase which mitigates the main use of them, so it seemed a fair exchange given the restrictions.  

 

 

Underworld Assault

 

Restrictions & Benefits

FOC:  All units must be in Termite Assault Drills but a quarter of the Termite Assault Drills (rounding down) are free.  You cannot take more Termite Assault Drills than Squads that can deploy in them.  

Deployment:  Your opponent always deploys first.  Then you Deep Strike half of your Termite Assault Drills.  Then they deploy their Infiltrator units and make Scout moves.  You may not deploy any Infiltrator units or make any Scout moves.  

Reserves:  On the start of your First Turn, for every Unit in reserves and on a 6 they enter the battlefield.  On the start of your Second Turn, roll for every Unit in reserves and on a 4+ they enter the battlefield.  On the start of your Third Turn, roll for every Unit in reserves and on a 2+ they enter the battlefield.  On the start of your Fourth Turn the remainder of your Units enter the battlefield.  

 

FOC

0-1 High Command

1-3 Command (0-1 Prime)

0-3 Retinue/Elite

0+ Troops (0-2 Prime)

0-4 Support

0-4 Heavy Assault

0-2 Recon

0+ Transports (Termite Assault Drills only)

0-1 Warlord

No War Engines

No Fast Attack

No Armour

No Heavy Transports

No Lords of War

 

Notes:  This hopefully captures the vibe of the old version of this list.  Only a quarter of the Termite Assault Drills are free as half of them (roughly) will be put on the table during the deployment phase which mitigates the main use of them, but they can still cause chaos afterwards, so it seemed a fair exchange given the restrictions when compared to the Orbital Assault rules.

 

 

Vanguard

 

Restrictions & Benefits

FOC:  All units must have M12 or higher or start in a Transport with M12 or higher.  

Deployment:  You may modify any of your roll off dice before the first turn of the game by +/-1 (e.g. who deploys first, seizing the initiative).

 

FOC

0-1 High Command

1-3 Command (0-1 Prime)

0-3 Retinue/Elite

0+ Troops

0-4 Support

0-2 Heavy Assault

0+ Recon / Fast Attack (0-3 Outrider or Jetbike Squadrons Prime)

0+ Armour

0+ Transports (Rhinos only)

0-1 Lord of War

0-1 Warlord

No War Engines allowed

No Heavy Transports allowed

 

Notes:  This hopefully combines the old Sky-Hunter Phalanx and the unique Ravenwing and White Scars RoW lists into one simple list.   

 

 

Armoured Assault

 

Restrictions & Benefits

FOC:  All units must be a Vehicle or start in a Transport.  The High Command slot can be used to upgrade a Predator or Sicaran to a Master of Armour, giving it a BS of 5 and a 5+ Invulnerable Save for Free.  Each unused High Command or Command slot can either be used for a War Engine or to upgrade a Vehicle with a Legiones Decurion for Free.  (No you can't then give those units Prime)

 

FOC

0-1 High Command

1-3 Command (0-1 Prime)

0-3 Retinue/Elite

0-2 War Engines

0+ Troops (0-1 Prime)

0-4 Support

0+ Heavy Assault

0-2 Recon / Fast Attack

0+ Armour

0+ Transports (Rhinos only)

0+ Heavy Transport

0-2 Lord of War

0-1 Warlord

 

Notes:  This hopefully combines the old Armoured Spearhead list with a bit of Fury of the Ancients flavour into one simple list.  I didn't want to make Fury of the Ancients again as during previous editions Dreadnoughts were a problem so am being a bit cautious about adding too many of them.

 

 

Recon Force

 

Restrictions & Benefits

FOC:  All units with the Heavy sub-type or a Front Armour Value of 14 except for the Land Raider Explorator must start in Reserves.  

Deployment:  You may modify any of your roll off dice before the first turn of the game by +/-1 (e.g. who deploys first, seizing the initiative).

 

FOC

0-1 High Command

1-3 Command (0-1 Prime)

0-3 Retinue/Elite

0-1 War Engines

0+ Troops

0-4 Support

0-2 Heavy Assault

0+ Recon / Fast Attack (0-3 Scout or Recon Squads Prime)

0-4 Armour

0-4 Transports

0-1 Heavy Transport

0-1 Lord of War

0-1 Warlord

 

Notes:  This hopefully captures the style of the old Recon Company RoW.  

 

 

Pride of the Legion

 

Restrictions & Benefits

FOC:  The combined total of Retinue and Elite units must be more than the combined total of Troop, Support (excluding Techmarines and Apothecaries) and Armour units. 

 

FOC

0-1 High Command

1-3 Command (0-1 Prime)

0+ Retinue/Elite (0-2 Prime)

0-2 War Engines

0+ Troops 

0-2 Support

0-6 Techmarines/Apothecaries

0+ Heavy Assault

0-2 Recon / Fast Attack

0-4 Armour

0+ Transports

0-2 Heavy Transport

0-1 Lord of War

0-1 Warlord

 

Notes:  I hope the restrictions make sense, I couldn't come up with a clean way of doing this by unit types as there isn't a 'Veteran' subtype.  

Edited by SlickSamos
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