12.31.2007

Understanding your map icons

Each player's territory is color coded.

Orange: Eldar
Olive Green: Imperial Guard
Neon Green: Necrons
Grey: Tau
Red: Chaos

Each player's HQ is easy to identify. The HQ hex replaces the tile you select. For example if you decide to put your HQ in a water hex; that hex no longer counts as a water hex for objective purposes or any other purposes. It is not advisable to put your HQ in a tile that you know you need to control for a specific objective because doing so will actually void that tile!

When you control a territory you put a peg of your color on that territory. When you build a stronghold you replace the peg with tall peg. When you upgrade to a stronghold you place a small magnet on the peg. AA mounts and the tiles they protect are noted on your list of campaign assets (a page to track that will come later.)

I'm already considering some changes to the way the aerodrome and HQ are built. These rule changes will be put to a vote at kickoff.

1: The HQ can be built anywhere, not just on the map edge. It cannot be built in a mountain, special, city, or adjacent to a city tile. I think this will mix things up a little better and decrease the possibility that one player ends up way off in a corner away from other players.

2: The aerodrome CAN be built on your HQ. Logistically and realistically this makes a lot of sense. If your opponents want to take a crack at blowing it up they can use a decisive action.