Vengeance! is 3 vs 3 player mission.
Each player must prepare 3 army lists of 1000 Pts each:
Vanguard
Battle Group
Rearguard
At the start of the game, before setting the terrain, teams and army lists will be chosen randomly. Each team will include one Vanguard, one Battle Group and one Rearguard.
All Team members are considerate as Allies of Convenience.
All Team members have their own warlords.
The army lists will follow below Force Organization Chart (FOC)
You can also include Flyers and One Unique Forge World unit by army list. (You can not take a FW unit and its FW Dedicated Transport)
Only Aegis Defence Line and Imperial Bastion are authorized. (Tyranids are allowed to manipulate Gun emplacements)
Lord of War, Super-Heavy and Gargantuan Monstrous Creatures are not allowed.
Moreover for each list, you must choose one specialists unit (can not be an HQ) and you will have to follow some deployment rules.
For Reserves, army half (round up) is calculated on each army list (1000pts), not on the whole team list 3000pts.
Army half uses the same exceptions, as p 124 of the rule book (ex: Drop Pods are ignored for the purposes of working out how many other units can be placed in Reserves)
Vanguard
Specialists Unit: Scout, Move Through Cover
Deployment Rules: When deploying your army, you must deploy all your units, except units with Outflank and/or Deep Strike, which can be placed in reserve.
If a unit is placed in Reserve (ex: Flyers), the unit will have a +1 on reserved roll.
If a unit is placed in Reserve and have Outflank or Deepstrike, it must use it and can not deploy from the Team's own table edge.
Battle Group
Specialists Unit: Preferred Enemy, Rampage, Stubborn
Deployment Rules: None
Rearguard
Specialists Unit: Slow and Purposeful, ignore cover (once by game)
Deployment Rules: When deploying your army, you must deploy from 25% to 50% of your army in Reserve. (Use normal reserve rule for exception)
Deployment Map: Dawn of War
Terrain placement method: Roll off, the winner team can choose its table halves. then the winner team will start to place terrain following Alternating Terrain method
Fortifications: Fortifications are deployed during Army Deployment (see bellow)
If a team has one or more fortification, it must remove one terrain from its deployment zone.
Night fighting: After the Seize the Initiative roll, the team which play in second can choose to apply Night Fighting rule. (This takes precedence over any other Special Rules)
Army Deployment:
Roll off for each team, the winner team can choose to deploy first or second its Vanguard.
Deploy according this order:
Team deploying first: all its Vanguard and Battle Group (except Infiltrator and units mandatory in reserve)
Opposite Team: all its Vanguard (except Infiltrator and units in reserve)
Team deploying first: Rearguard. (except Infiltrator and units in reserve)
Opposite Team: Battle Group and Rearguard. (except Infiltrator and units in reserve)
Team deploying first: All Infiltrators from their different army list
Opposite Team: All Infiltrators from their different army list
Team deploying first: redeploy All Scouts from their different army lists
Opposite Team: redeploy All Scouts from their different army lists
Fortification are placed respectively with their Battle Group or their Rearguard. (They do not count against the terrain density limit)
The Team who deployed his army first starts the first turn unless his opponent Seize the Initiative.
Game Length: Variable Game Length
Special Rules: Night Fighting (with above modification), Reserves (with above modification)
For each enemy unit destroyed you get 1 KP (kill point). ICs and dedicated transports are also worth a KP. Units that have fled off the board, or are fleeing at the end of the game, are worth KP. Also any units in ongoing reserves at the end of the game are also worth KP.
For every kill point a unit gains it becomes valued at an additional kill point. Example, Squad A kills off 3 enemy units and so Squad A is now valued at 4 kill points (1 normally + 3 for each KP they gained). If an enemy unit kills off Squad A then that player gains 4 KP and the unit becomes worth 2 KP themselves (1 normally + 1 KP for killing Squad A).
To be clear, whatever unit landed the killing blow that eliminated an enemy unit is the unit that becomes valued an additional KP. This includes an IC attached to a squad. If the IC landed the killing blow then the IC is valued higher, not the squad. Additionally, whatever unit that last shot at an enemy unit which failed morale and ran off the board, becomes the unit valued higher.
Additionally, some situations may arise where it’s unclear who landed the killing blow. In these situations the unit that has a higher KP value is the unit gains the extra KP. If both units/models are valued the same then your opponent chooses which unit/model gets the KP.
A Bastion which suffer a "Total Collapse" or more is worth a KP. Aegis Defense Line even its Gun emplacement is destroyed does not count as a KP.
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