Basic Rules


The Battle for San Francisco uses the cityfighting rules presented in the Cities of Death supplement. While the core rules of Warhammer 40k remain unchanged, there are a few additional rules that alter the game slightly to simulate the brutal environment of urban warfare.

It is strongly suggested that players involved in this campaign play a few Cities of Death games to get a feel for these additional rules. This way you'll have a better idea of how your army works using them, and you'll be able to create an army list that will perform better under urban combat conditions.

In addition to Cities of Death, the following rules will be in effect for the campaign. I've tried to make them as simple as possible, and hopefully they'll help the campaign run smoothly.
 

 

  • Each player must present the campaign organizer with a 1750 point army list before the campaign starts. Players will not be able to change army lists between games, so be sure to cover your bases and make a balanced one as there will be a variety of opponents. There may be 'special events' during the campaign where players can change the composition of thier armies, but they won't know when these events will happen.
     
  • Each player starts the campaign in one of the Start Locations indicated on the map. This is the place where your forces have made landfall, setup their HQ, etc. and will be randomly determined at the start of the campaign. The location that matches your icon in the player list will be occupied by your forces.
     
  • The campaign consists of 12 Turns, during which each player may move into a map location adjacent to a location they already control. A player may make only ONE move per campaign turn. To see which locations you can move into from a given location, turn on the Expansion Routes button in the lower left corner of the map.
     
  • If two players move into the same location (or if a player moves into a location already occupied by another player), it's time to battle it out. The winner claims that location, if the game is a draw the location stays as it was before the battle (either unclaimed or under the defending player's control). There can be no more than two players fighting for the same location (no 3 or 4 player games unless the campaign organizer says so, they usually take too damn long).
     
  • Games will use a randomly determined mission from the Mission section. The missions will normally be Gamma Level (unless the players agree to a higher or lower level), giving each player TWO Cityfighting Stratagems for the game.
     
  • A campaign turn ends when all the games in that turn have been played, this will usually coincide with one of the club's bimonthly game nights. Players will then have 1 WEEK (i.e. until the following Friday) to send a status email to the following address: battle4sf@yahoo.com Email must include:
     
    • Map Movement Requests: Players must submit their map movement requests for the coming campaign turn. These movement requests can be to any location adjacent to a location they already control, including locations captured during the current turn. This request must consist of a primary movement request as well as 2 alternates. The alternate move requests are in case the other locations already have 2 players in them. The requests should be made as Primary, 1st alternate and 2nd alternate.
       
    • Battle Results (if any): Player must submit their battle results (if any) for the current campaign turn so the map can be properly updated.
       
  • Map movements will be made in the order the emails are received. Since there are generally no 3 or 4 player games, it is advantageous to get your request in as early as possible.
     
  • Each player will receive an email by Sunday night or early Monday morning to let them know the results of their movement requests and to notify them of games that must be played in the coming campaign turn. If I'm a day or so late, cut me some slack, I have kids. The Campaign Map will also be updated at the same time to give players a graphical representation of how the Campaign is progressing.
     
  • If you lose all your locations, you’re out of the Campaign! (This really shouldn't be an issue as the player Start Locations aren't worth any points. Somebody would really have to hate you to knock you out completely!)
     
  • If you occupy a location with a Strategic Value, you can claim those points to add to your total. The map will be updated every campaign turn with movement and location info.
     
  • Certain areas of the map have special rules associated with them. These special rules are listed on the Campaign Map, and ONLY apply to the player that controls the location in question.
     
  • At the end of the campaign (decided by the campaign organizer, generally after 12 turns), the player with the most points is the winner. If there's a tie, players will face off in a "King of the Hill" match to decide who rules the city.
     

That’s the basic premise. This ensures everybody fights over locations of strategic importance. However, there may be times when scheduling issues arise and games can't be played before the end of a campaign turn. I put together some Advanced Rules to help account for this.
 

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