The Fog of War
Two armies clash in disputed territory. Neither commander knows the size or goals of the opposing force. All they know is the size and composition of their own force, and what their high command expects them to achieve.
The random nature of the missions in The Fog of War means that some extreme combinations can lead to very short or unbalanced games. Several of the missions can also be difficult for armies that are especially slow-moving. But, much of the point of The Fog of War is to put a genuine element of the unknown into games, and to encourage you to work with what you have. A good way to approach this is to play two or three The Fog of War battles in one session, to give things a chance to even out. |
The Fog of War can also be useful for campaigns:
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Scenario special rules
Objectives; Reserves — note that this scenario modifies the usual rules for arrival of Reserves, as we describe at Reserves detachments arrival (modified)
You will also need a pack of ordinary playing cards.
Armies
With your opponent, agree a maximum points value limit for the battle. Then build your army within this limit.
Maps
The original Epic 40,000 texts are ambiguous and it’s not clear exactly what 'edges' we should use for Reserves in this scenario. We have not yet settled on a particular interpretation, so there’s a good chance that we’ll change some of the details that you see here. |
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Non-standard deployment edges — refer to the map.
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The two deployment zones represent the areas that opposing detachments are patrolling at the moment they sight each other. The deployment zones are in opposite corners of the playing area, 150 cm apart. Each is 90 cm deep, with a width that depends upon the width of your playing area (15 cm by default).
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A Deployment zone A.
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B Deployment zone B.
Setup
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Set up terrain in the standard way.
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Determine which player gets to choose their deployment edge/zone in the standard way. That player must then choose the deployment edge/zone that they prefer, and their opponent gets the opposite edge/zone (see Maps).
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Choose your objectives, as follows:
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Each player must have one Capture, two Take & Hold and one Cleanse objective.
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Place your objective markers in the standard way. The player whose army has the lower Strategy Rating must one of their objective markers first. Then alternate until both players have have placed all of their objective markers.
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Determine your mission and the forces that are available to you. Each player must act as follows:
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Draw a playing card at random.
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Look at the face of the card, but do not reveal it to your opponent.
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Find the corresponding entry at Fog of War missions list and familiarise yourself with your mission — and note how much of your army you’ll get (the 'force size').
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Place your card aside, face down.
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Disposition of forces
Determine the disposition of your forces.
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Place all of your Flyer detachments in Reserves.
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Place all of your War Engine detachments in Reserves.
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Place your Supreme Commander detachment in Reserves.
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If you have any detachments that you normally must place in Reserves, place them in Reserves.
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From your remaining detachments, determine one to deploy during initial deployment — this represents your patrol force, the vanguard of your army. This must be the Infantry/Vehicle detachment that has the lowest points value among the remaining detachments in the your army.
Keep this vanguard detachment at hand for your initial deployment.
To be clear: Even if it is the lowest points value detachment in your army, do not use a Flyer, War Engine or Supreme Commander detachment for your vanguard.
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Place the rest of your detachments in Reserves. Aside from your vanguard detachment, all of the detachments in your army are now in Reserves.
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Check your mission’s force size, and decide which of your Reserves detachments you will actually use in your force for this scenario.
Some of these steps will seem redundant when you have a small force size — but when you go through the motions anyway, you give your opponent fewer clues about the nature of your mission. |
Initial deployment
The player whose army has the lower Strategy Rating must deploy their vanguard detachment first, in their deployment zone. Then the opposing player must deploy their vanguard detachment in their deployment zone.
Play the game
Start the game in the usual way: Proceed to the Start phase.
The standard rules for arrival of Reserves detachments would reveal to your opponent exactly how many Reserves detachments you have — another major clue about the nature of your mission. So, for this scenario, use these arrival rules instead:
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You may bring your Reserves detachments into play during the Start phase of each turn after the first.
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The number of Reserve detachments that you may then bring into play depends on the number of them that you decided to use in your force before the start of the game:
Table 1. Fog of War Reserves Arrival table Number of Reserves detachments at the outset Number that you may bring into play each turn 1–5 detachments
One per turn
6–10 detachments
Up to two per turn
11–15 detachments
Up to three per turn
…and so on
…and so on
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Choose which available Reserves detachments you will put into play. When you put a Reserves detachment into play, proceed as normal — place its HQ unit to indicate a point on your deployment edge, and move the detachment into play from this point during the Movement phase.
During the course of the game, you may be able to discover the nature of your opponent’s secret mission. There are two ways that this can happen (aside from your own guesswork based on your opponent’s behaviour of course): tactical analysis and psychic precognition.
- — Tactical analysis
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Observation of the enemy forces, tactics and movement can give you a general idea of their objectives. The longer the engagement goes on, the easier it becomes to work out just what the foe is up to. At the end of each Rally phase, roll a D6 and consult the table below; if you get the required score then your opponent must reveal their mission.
Table 2. Fog of War Tactical Analysis table Turn 1 2 3 4 5 Score required on D6
6+
5+
4+
3+
2+
If your Supreme Commander unit is in the playing area, then you may re-roll the die.
- — Psychic precognition
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Psykers can often pick up fragments of information, impressions of the potential future and of what enemy plans may be. At the end of each Rally phase, roll a D6 for every Psyker unit that you have within 45 cm of any enemy unit: If you score a 6 on any of these dice, then your psykers perceive the enemy’s plans — your opponent must reveal their mission.
Game length and victory conditions
The first player to achieve their mission objective wins at the end of the Rally phase on the turn they achieve it.
If both players achieve their mission objective on the same turn, or neither player has done so by the end of the 6th turn, then the battle is a draw and neither player wins.
Fog of War missions list
Use a standard deck of playing cards, minus the Joker cards. Shuffle, draw a card at random, and compare below to see what mission you have, and what force size it grants you.
Where the force size states "Vanguard +X%", this means that you must choose detachments from your army that have a combined points value total of up to X% of the maximum points value limit that you agreed for this scenario. You may choose only complete detachments. Example 1. Force size
You and your opponent agree a maximum points value limit of 2,000 points for this scenario. You draw a mission which allows you "Vanguard +25%". So, you will use your vanguard, plus any number of complete detachments you choose whose points values total no more than 500 points. |