| OVERVIEW
Both sides are attempting to advance their front line past their entrenchments and into No Man's Land. This represents a small section of a much larger push across several miles of the battlefront. |
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| SCENARIO SPECIAL RULES
This scenario uses Deep Strike, Fortifications, Infiltrators, Obstacles, Reserves, and Random Game Length. See below for special clarifications. |
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SET-UP
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MISSION OBJECTIVE Both players are attempting to push forward into No Man's Land. The winner is the player who has advanced the farthest distance into No Man's Land without any intervening enemy troops behind-- you may only count territory that is completely controlled by your own troops. Immobilized/unarmed vehicles, characters, and units under 50% strength are not "controlling" troops, and are not counted either for advance or counter-advance purposes. In the case of a draw, where neither player has any controlling units in No Man's Land, then you may compare the status of Bunkers as it relates to the shift of power in the area. A player who has lost his bunker loses to a player who still controls his own bunker, or who has no bunker of his own. If both players' bunkers are destroyed, or neither player had a bunker to begin with, the game ends in a draw. |
RESERVES None |
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GAME LENGTH The game lasts for a random number of turns (see the Scenario Special Rules on pages 132-137 in the Warhammer 40,000 rulebook). |
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LINE OF RETREAT Any unit forced to fall back will do so towards their own deployment zone using the shortest possible route. The rules for falling back are on pages 71-72 of the Warhammer 40,000 rulebook. |
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Copyright © 2000 by Benjamin
R. Durbin
All rights reserved